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This project uses web 2.0 technology to develop an online novel learning experience . It consists on the design of a collaborative multiplayer game which improves the learning of concepts, procedures and attitudes required in different training subjects, in this case the 3rd year of Secondary Education (ESO) for the subject of Spanish Language and Literature.

Cofinanciado por:

 

Language and Literature Module

Aims:

1. Add acomputer and Internet connection to the classroom.
2. Take advantage of the digital competence of the students of 3rd ESO (14 - 16 years).
3. Promotinga sense of community among students and teachers.
4. Developing the skills of reflection, analysis, synthesis and deduction of the players..
5. Encouraging foreign students in the 3rd year of ESO to study geography and social sciences by using innovative methods such as online games.
6. Strengthening research techniques and validation of information in digital and collaborative.environments
7. Providing an educational classroom support and resources to teachers.

Advantages:

The most important advantage is that this project builds on the digital competence of students to avoid the academic exclusion and re-directioning it in order to learn the language and literature in collaborative environments. Accessibility from different devices (PDA, mobile phones, DTV, laptops) can expand the learning process at any stage in which the student is placed. The philosophy of the game also allows continuous improvement through access of arts teachers to language and the structure of the game.
Social interest
The game reduces the level of school failure resulting in the lack of knowledge of Spanish language and literature, thanks to:

1. Socializing literary knowledge in both Spanish and foreign students enrolled in 3rd of ESO.
2. Seeding the interest in learning the language and literature beyond the academic obligation.
3. Reduces the social and economic gap at the Internet level of access.

Expected Results

1. The use of this game will lead to an increasing of the lisguistic and literary competence of the users.

2. Improving the measurable levels of the PRISA (Program Report for International Student Assessment) in the Spanish language.

3. Developing the game users' competence and digital reading comprehension.

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