Abstract

Digital games are important for education systems in two ways. First, they are important because games are a very popular and widespread leisuretime activity for the age groups whom these systems seek to educate. Through gaming during their leisure time, youngsters informally and inevitably acquire certain skills, knowledge and values. With digital games increasing in popularity to such a great extent, it would not be wise for education systems and teachers to ignore them. Secondly, digital games are possible vehicles for learning processes of a different nature. Providing schools with information and communication technologies (ICT) in the form of computers, software, internet access and digital content, and providing teacher training programmes for these technologies, have not proved sufficient for the teaching process to be transformed. Personalisation of teaching and learning, transdisciplinary approaches, meta-cognitive development and learner empowerment, have not been systematically implemented by bringing ICT into the classroom. Digital games have the potential to contribute to this renewal, through the resources and know-how invested in their design to challenge players and keep them interested. When the Interactive Software Federation of Europe (ISFE), commissioned European Schoolnet to produce an overview of the use of digital games in schools in Europe, it was seen as an opportunity for the education systems it represents to identify and better understand what is happening on the ground. European Schoolnet was, however, not new to the topic, having already acted as a partner in a project called eMapps.com, funded under the European Commission’s 6th Framework Programme for Research and Technological Development. This project (2006-2008) was about learning through games and mobile technology in both school and informal settings. European Schoolnet is also a partner in another two-year project called Imagine, initiated in late 2008 and funded by the European Commission’s Lifelong Learning Programme. Its objective is to valorise the outcomes of projects and initiatives to support the implementation of game-based learning strategies at policy level. These two projects and the present Games in Schools study are all first attempts at European level to better understand in what ways and to what extent digital games could contribute to improving teaching and learning processes in schools. They show that teachers presently using digital games in their teaching seem to value them for different purposes. The precise role to be assigned to the teacher when using games in the classroom, the way digital games can support different learning styles and the respective contributions of different types of games to various learning processes, are just a few examples for more in-depth investigations to be launched in the near future.

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