Integrating the mechanics of gameplay and learning in school curricula to address literacy needs in Primary Education
▶Summary
Based on the 2018 results from PISA, the OECD’s Programme for International Student Assessment, the EU has not yet met its benchmark to drop the number of underachieving learners below 15% by 2020. Most partner countries did not meet this benchmark either, since in Cyprus the percentage of underachievers in reading was 43,7%, in Greece 30,7%, in Austria 23,6% and in Italy 23,3%. The report shows that more than one in five 15-year-olds in the EU (21.7%) had poor reading skills. Regarding digital literacy, only 47% of 15-year-old students in OECD countries possessed the necessary skills to distinguish between facts and opinions, understanding the connotations of information (OECD, 2021). In most partner countries, specifically Greece, Austria, and Italy, students’ scores in reading performance were below the mean average of the participating countries (457, 484, and 476 out of 487, respectively) (OECD, 2021). This impacts students’ chances to continue studying, find and maintain employment later in life, cope with fast-paced technological change, and develop as citizens. The numbers reflect the grim picture of literacy in Europe, which needs to be reversed, for the EU to achieve its educational, social, political, and economical goals. To shift the above paradigm, the European Commission’s Digital Education Action plan 2021-2027 highlights the potential of digital technologies to improve educational practices. This pinpoints the improvement of teachers’ competences in using innovative pedagogical approaches, becoming creators that will support learning and develop learners’ digital literacy to tackle disinformation. To respond to these demands, a transnational consortium of 7 partners from 6 different EU countries namely, Spain, Italy, Austria, Ireland, Greece, and Cyprus, came up with the Paly4Literacy initiative. Based on the potential digital games have in engaging young learners and dramatically improving learning, the project aims at exploiting game-based learning to tackle the low literacy levels. Specifically, the Play4Literacy project aims to address low achievement in literacy skills by supporting primary education teacher’s competences in designing game-based learning in line with their school curricula. By applying an early intervention approach, beginning from Primary Education, the project contributes to the ET 2020 benchmark that fewer than 15% of 15-year-olds should be under-skilled in reading.
▶Objectives
The specific objectives of the project are to: --Develop the capacity of primary school teachers in applying game-based learning to their classrooms using open source software for addressing literacy goals in line with the school curricula; -- Provide advice and support to teachers on how to use the Toolkit for developing games using open source software focusing on specific theories, methodologies and models, the Play for Literacy Gamekit and the elearning platform --Increase students’ motivation to participate in literacy activities through game play --Combat low levels of literacy and engage at risk students, by using technology creatively --Prepare students to meet the literacy demands of the 21st century, continue studying, find and maintain employment later in life, cope with fast-paced technological change, and develop as citizens --Empower stakeholders to use innovative pedagogical methods and game-based practices through the utilization of open source software to enhance students’ literacy skills.
▶Activities
To achieve these objectives, the consortium will implement the following activities: --A Teacher’s Toolkit (Result 1) will be designed and developed targeted to educate primary school teachers on the development games using open source software; it is expected that the Toolkit which will contain learning Modules will be a valuable resource for their daily practice --Teachers will participate in a design workshop (Result 2/2.2) to increase their professionalization on the topic, modernize their teaching practices and gain new skills and competences. --The Play4Literacy Gamekit (Result 2) will include 30 games that can be used in the classroom for addressing the literacy needs of primary school students --An elearning platform will include rich content specifically related to the design of game-based learning using open source software (articles with current trends on game-based learning, tutorials, links to websites, tips on how to download software, etc.). --Students will participate in gaming sessions (Result 2/2.5) by completing learning tasks of progressive complexity. --Students can access the Gamekit (30 games) that they can play online. --Design and development of a user-friendly website where all results will be available in each partners’ languages and in English --Numerous promotional activities will be implemented by all partners and associate partners. --Develop an elearning platform available for everyone interested in learning more about game-based learning (Result 3). The user interface will be designed to support easy-to-navigate and cataloguing features, such as easy access to search, search based on category, updates and simple navigation. We strongly believe that these activities will add value to our project and help on the achievement of the project objectives and delivery of the planned results. Play4Literacy is an innovative, digitally-driven, teacher education-oriented project to act for and with teachers for the improvement of the field of school education.
▶Impact
PRIMARY SCHOOL TEACHERS are expected to: --Enhance their knowledge, skills and attitudes on teaching literacy using game-based learning activities by utilizing the Play4Literacy Teacher’s Toolkit for developing games using open source software focusing on specific theories, methodologies and models --Transform their traditional teaching approaches into modern methodologies and pedagogies of teaching through the use of open source software for producing literacy games --Increase their capacity and professionalism by gaining access to a series of instructional tools (Gamekit, elearning platform/elibrary), methodologies, and resources on game-based learning --into their daily teaching activities. PRIMARY SCHOOL STUDENTS are expected to: --Enhance their literacy skills in reading and writing through game-based learning activities by completing learning tasks of progressive complexity --Increase their motivation and cognitive engagement in playing literacy games --Have a positive attitude towards digital reading and writing for fuller participation in the digital society --Increase their self-confidence and self-esteem by acquiring the basic literacy skills PROJECT STAKEHOLDERS will: --Be familiar with innovative methodologies, tools and resources for addressing the reading and writing needs of primary school students and promote these on various educational institutions and organizations --Enhance their knowledge and skills on more strategic and integrated use of game-based learning and open source software in primary education --Gain free access to the project’s results (Teacher’s Toolkit, Gamekit and elearning platform) and the project’s innovative approach, to improve learning opportunities for all, reduce educational disadvantages, eliminate early school leaving and make education relevant to the modern labour market TANGIBLE RESULTS: --Toolkit for game-based learning focusing on specific theories, methodologies and models, utilizing open source software --Design workshops with primary school teachers on how to use the Toolkit to design and produce their own games for their classrooms --Gamekit with 30 games for addressing the literacy needs of primary school students --Gaming sessions with primary school students that experience reading and writing difficulties during which they will be engaged in gameplay experiences --A eLearning platform with the Teacher’s Toolkit, the Gamekit, and an elibrary: articles on game-based learning in education in different languages, open source software resources: tutorials, links to websites, tips on how to download software, etc. --Multiplier events to inform stakeholders on innovative methodologies, tools and resources for addressing the reading and writing needs of primary school students --Final Conference to communicate and share the project’s results, extending its impact and supporting its sustainability. --The project’s website and visual identity (logo and templates) --Each partner will contribute at least 2 news items to be uploaded to Play4Literacy website --3 Social Media pages of the Play4Literacy The project outcomes would have a lasting effect as they will: --Support the digital transformation of schools by providing innovative approaches to address the literacy needs of primary school students between the different EU countries --Allow the exchange of good practices between network partners addressing common literacy needs at an EU level --Improve the quality of education by enriching the professional profile of primary school teachers at a EU level --Stimulate active participation in modern societies and benefit local communities by strengthening the reading and writing skills of primary school students, allowing them to find and maintain employment later in life, cope with fast-paced technological change, and develop as citizens.