Project Background
Two participating schools were selected according to preconditions and criteria for selection and engagement in eMapps.com. The criteria included: technical IT skills; computer skills/knowledge literacy among teaching staff; availability of technology infrastructure; level of English language skills among students; interaction with other learning organisations in the community; previous experience of participation in international projects, geographical location related to the cultural heritage. According to these criteria two schools were selected: Klaipeda “Gabijos” Basic School and Juokrante L. Rezos Basic School. Schools are located in the area which covers Klaipeda district and Neringa district.
While creating the game we were thinking about the age of the students. The experience of players will be equal, because the plot of the game is closely connected to the learning process. The students of the same age have covered the same material. The experience of the students differs, as well as their interests. The main aspect is the wish of students to participate in the game. Playing the game they will have to accept the challenge, because the game will be successful only if they play as a team. Playing as a team and playing a role they will find their niche how to serve their team and how to learn from the peers.
The students of grade 7 are able to use digital devises such as PC, video, photo cameras, mobile phones and pocket PC. They can use internet and search for the information.
These subjects were included in the game in order to make students:
- Apply the knowledge they gain in practice;
- Understand the possibility to learn outdoors as well as indoors.
The story is connected to subjects. The curricular of grade 7 was analysed for creating this story, so that the students could get the knowledge and skills of integrated subjects while playing the game. The curriculum content was adopted and transformed to the story. The story can be extended and complemented in the future.
