timeline joyful reading
TRANSCRIPT
Aim
To create a habbit of reading books for 12-14
year-old students using new methods and
innovative technologies such as tablet computers,
games and other interactivity.
Purpose• to promote reading;
• to develop an educational game according created scenarios;
• to test the educational game with direct target groups – partners
from other schools;
• to integrate tested educational game into learning process;
• to disseminate the educational game in other schools in Nordic
and Baltic countries;
• to build a strong partnership and develop collaboration between
partners;
• to promote foreign language learning.
Project Group
• 4 schools
• 10 teachers
• 12 confident, sociable, curious 11-14 year-old
students from each country – 48 all together
Making Friends
• Students filled in the profile form
• Profiles were published in
www.joyfulreading.se
First Task
• to create a project website;
• to create and vote for a project logo;
• to choose a book for game developing;
• to prepare a book presentation.
Purpose
• to make friends;
• to know more about partners’ countries;
• to get some knowledges about the types of
interactive books;
• to learn how to work with tablet computers, use ones
in learning process and daily activities;
• to choose the book for educational game prototype.
Tasting is the best way to know the countries, make
friends and have fun
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Preparation before the
second mobility• Reading, reading, reading, reading, reading,
reading, reading this book
Second Task
• to read a book `Journey to the Centre of the
Earth` by Jules Verne;
• to write a summary of the chapters of the
book;
• to create and vote for a scenario of the game;
• to choose and vote for the type of the interative
game.
Purpose
• to present the conception of the game;
• to create and vote for the main game
characters: Professor and Axel;
• to develop a scenario of the educational game;
• to draw and describe 6 platforms of the game.
Creating the Platforms
Karlstadt Klara gymnasium students
helped the project team to work out the
platforms algorithms and game design.
Purpose
• to finish writing the game scenario;
• to create educational tasks of the game;
• to develop the illustrations of the platforms:
main heroes,environment and other elements;
• to learn how to use graphical programms;
• to search for music of the game.
Fourth Task
• game testing I 8 December;
• game testing II 27 January;
• mobilities timeline creating.
Purpose
• to make friends;
• to know more about partners’ countries;
• to pilot and tests the educational game via
Facebook;
• to prepare user manual;
• to make the suggestions and recommendations
for the game improvement;
• to evaluate the game.
Final Task
• game piloting and testing via Facebook and tablet
computers – ipads;
• improvement of the game by IT company according
the given recommendations and piloting results;
• preparation of the documentation and user manual by
RIAR association;
• presentation and distribution of the game;
• game integration into National curriculum;
• the official link of our Game:
https://apps.facebook.com/159082567780280/