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Final Multiplier Event
“Enhancing the skills of youth with learning disabilities”
22 June 2018 – Brussels, Belgium
“ISG4Competence piloting”
PhoenixKM, Belgium
Piloting:
Pilot size
BE BG HU SI TR
Trainers 15 15 7 8 15
Young
people with
(mild)
learning
disabilities
15 23 20 20 15
What did we pilot?
Case study BE/SI
•Minecraft setup in Belgian piloting
•Playing in teams
•Beamed on large screen
•Other children supported
•Improved:
• Creativity
• Teamworking
Important note...
• We used MinecraftEdu edition from developer TeacherGaming.
During the ISG project Microsoft bought Minecraft game and in this
package deal the Edu version was also bought separately.
• Microsoft is developing their own education version based on
MinecraftEdu version from scratch and it is promised that soon it will
be on the same usability as Edu version was.
• Existing users can use MinecraftEdu version as usual but new users
will have to wait for the new Microsoft release.
• The developed world for MinecraftEdu is possible to be imported
into the new Microsoft version but teacher controls for keeping
students in order are severely limited for now.
Case studies BG
• Case 1
• M. K. is a 12 years old girl
• Diagnosed with ADHD about six years ago.
• Studying at the school in Rousse, Bulgaria.
• Teacher introduced to her the VR shop game.
• Case 2
• G.P. is 11 years old student from mainstream school in Plovdiv.
• Learning difficulties and because of that sometimes the communication
between him and his classmates is a bit challenging.
• Started to test Math game.
Impact?
Learning objectives Improvements
• acquisition of social competence
• autonomous performance
• problem solving
• peer learning
• completion of task
• digital skills
• successful accomplishment of tasks
• self-esteem and self-confidence while
successful completion of the games
• motivation for both participation and
learning new things
• Positive attitude towards team working
with peers and teachers
• communication and cooperation with
teachers and with peers
• problem solving ability + creative thinking
(how to solve a problem in a creative
manner)
• performance at the classroom (attention)
• classroom environment (team work)
Major areas of
improvement
• Successful completion of tasks
• Task prioritization
• Problem solving
• Peer learning
• Digital skills
• Creativity
• Mutual trust
• Engagement
Thank you!

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Event “Enhancing the skills of youth with learning disabilities” on 22 June 2018 – Brussels, Belgium - Witness accounts of pilot participants

  • 1. Final Multiplier Event “Enhancing the skills of youth with learning disabilities” 22 June 2018 – Brussels, Belgium “ISG4Competence piloting” PhoenixKM, Belgium
  • 3. Pilot size BE BG HU SI TR Trainers 15 15 7 8 15 Young people with (mild) learning disabilities 15 23 20 20 15
  • 4. What did we pilot?
  • 5. Case study BE/SI •Minecraft setup in Belgian piloting •Playing in teams •Beamed on large screen •Other children supported •Improved: • Creativity • Teamworking
  • 6. Important note... • We used MinecraftEdu edition from developer TeacherGaming. During the ISG project Microsoft bought Minecraft game and in this package deal the Edu version was also bought separately. • Microsoft is developing their own education version based on MinecraftEdu version from scratch and it is promised that soon it will be on the same usability as Edu version was. • Existing users can use MinecraftEdu version as usual but new users will have to wait for the new Microsoft release. • The developed world for MinecraftEdu is possible to be imported into the new Microsoft version but teacher controls for keeping students in order are severely limited for now.
  • 7. Case studies BG • Case 1 • M. K. is a 12 years old girl • Diagnosed with ADHD about six years ago. • Studying at the school in Rousse, Bulgaria. • Teacher introduced to her the VR shop game. • Case 2 • G.P. is 11 years old student from mainstream school in Plovdiv. • Learning difficulties and because of that sometimes the communication between him and his classmates is a bit challenging. • Started to test Math game.
  • 8. Impact? Learning objectives Improvements • acquisition of social competence • autonomous performance • problem solving • peer learning • completion of task • digital skills • successful accomplishment of tasks • self-esteem and self-confidence while successful completion of the games • motivation for both participation and learning new things • Positive attitude towards team working with peers and teachers • communication and cooperation with teachers and with peers • problem solving ability + creative thinking (how to solve a problem in a creative manner) • performance at the classroom (attention) • classroom environment (team work)
  • 9. Major areas of improvement • Successful completion of tasks • Task prioritization • Problem solving • Peer learning • Digital skills • Creativity • Mutual trust • Engagement
  • 10.