A collaborative digital game experience to promote 21st Century skills.
Forfatter: Cecilie Indrebø
Age: Secondary school
The aim of this project is to practice 21st century skills such as:
1. Create international teams and make chat rooms for all student gruops and the teacher gruop in www.tlk.io
2. Give the students the link to the chat room and the game: http://www.cubeescape.com/game/cube-escape-seasons.html
3. Print the communication strings from the chat rooms if you want to evaluate each student contribution to the game and communication skills.
4. Students reflect on the experience of the project and what they learned.
5. Teacher give feed back
We had 14 gruops of 2-5 students, but this can easily be done with both bigger and smaller gruops. What takes most time is to make sure that Adobe Acrobat Reader was enabled in all computers. It is a good idea to do this an hour before game start :)
This was an amazing way to promote 21st century skills such as collaboration, problem-solving, communication, teamwork, critical thinking and creativity for students.
Though the game we can identify:
"A great adventure, which enabled our students to use the English language as a tool for communication. And a tremendous way to make new friends and broaden their experiences!"
"We had so much fun doing this digital adventure together with new friends from Sweden, France and the Netherlands. The project was planned during an e-twinning seminar in Luxembourg in October 2018 and May 2019 we finally managed to do parallel sessions in four countries with over 100 students! The students had a lot of fun solving the quest and most of all they wanted to get to know each other and shared their social media profiles. Friendship across boarders is made :)"
"In May the Adventure took place! It didn't take up a lot of time: it took less than an hour.
The students were part of an international team. Each team consisted of a French, a Norwegian, a Swedish and a Dutch student. The team members were not in the same room but worked from a classroom within their own school.
Each team had to solve an escape room puzzle. They communicated by exchanging text messages over an online chat application. It took some getting used to, but in the end most teams solved the puzzle. And they helped each other out in English!
The students said it was great fun. We teachers were happy to see the students successfully using their English skills to work together with peers abroad.
It was an awesome experience."
"This project was a lot of fun to be part of, both for myself and for my students. For myself, I enjoyed how the project was a quick and easy way to cooperate with another class from another country without extensive preparation. The project's small scope also allowed it to be easily inserted into our curriculum without pushing mandatory content aside. The small size did not mean that the project was without impact, however, as it provided my students a meaningful way of practicing their English skills and gave me a good idea of where they were at regarding written interaction and what we needed to work on in the future. For the students, the project allowed for an experience where they got to practice their English communcation skills in an accepting and encouraging environment while also working toward a common goal. I noted how many students became fast friends with their foreign group partners and I enjoyed seeing how they, having finished their objective within the game, continued playing the game together with their foreign counterparts out of their own volition. After the session, I have had several students ask me to set up another session and, with luck, we will be able to do so soon.
I think that this project is perfect for anyone looking to work with game based learning in an international setting for the first time. It's easy to set up, it's small in scope, and, most importantly, it gives the students a fun experience that leaves them with an appetite for more of the same."