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ARGuing for multilingual motivation in Web 2.0









Final Report Public Part

Project information



Project acronym: ARGuing

Project title: ARGuing for multilingual motivation in Web 2.0

Project number: 133909-2007-UK-COMENIUS-CMP

Sub-programme or KA: Comenius Multilateral Project

Project website: http://arg.paisley.ac.uk





Reporting period: From 01/11/07

To 31/10/09

Report version: 1

Date of preparation: 26/11/09





Beneficiary organisation: University of the West of Scotland





Project coordinator: Professor Thomas M Connolly

Project coordinator organisation: University of the West of Scotland

Project coordinator telephone number: +44(0)141 848 3541

Project coordinator email address: thomas.connolly@uws.ac.uk









This project has been funded with support from the European Commission.



This publication [communication] reflects the views only of the author, and the Commission

cannot be held responsible for any use which may be made of the information contained

therein.

Executive Summary

The aims of this project are (1) to bring about a more flexible and inclusive approach to

teaching languages and linguistic diversity by supporting teachers to use innovative,

collaborative approaches that will motivate and engage young people; (2) to help promote

language learning and linguistic diversity at secondary school level across Europe. More

specifically the project aims to develop an innovative platform for motivating school students

to learn second languages and cultures through the use of Web 2.0 technologies that they

use on a regular basis in their social activities, while at the same time teaching teachers how

to use these new technologies within an educational environment. The main Web2.0

technologies proposed was Alternate Reality Games (ARGs), which are a highly

collaborative and social genre of game and one that holds considerable promise for

education.

The first year of the project focussed on producing the requirements for the ARG, identifying

suitable technologies for the development of the game platform, and then implementing the

game and the game content. At the same time, the project started to develop a teacher

training programme for the use of Web2.0 technologies (and the ARG) within the classroom,

and started to develop an appropriate methodology for the use of ARGs in second language

teaching. The second year of the project focussed on running a number of pilots across

Europe, enhancing the methodology based on the pilots and developing a number of case

studies and use case scenarios around the use of Web2.0 technologies/ARGs in education.

Across both years there were also a number of dissemination activities.

Despite the complexity involved in achieving the objectives, the project was successful and a

large scale pilot of the Alternate Reality Game ran from 22 April 2009 to 30 April 2009, with

328 students and 95 teachers from 28 schools across 17 European countries. During the

game, the students uploaded 826 files (images, audio, video, and presentations) and

submitted 9,135 quest answers. Out of 104 responses given by students on completion of

the game, the main things that they like about the game were: collaboration with other

students (63%), using the computer for language learning (59%), solving the quests (54%),

and the storyline (47%). Overall, the students felt that the game had motivated them to learn

a second language and 92% of students felt there should be more use of ICT within

language teaching. 89% of the students liked or absolutely loved the game.

In terms of short term targets, the project aimed to have 400 students play the game and to

disseminate the results of the project to 100 teachers and 200 students teachers. The first

target was achieved (38 students in the first mini-pilot in Bulgaria, 34 students in the second

mini-pilot in Bulgaria/Spain and 328 students in the main European pilot) and, in the latter

two cases, the targets were significantly exceeded.

The project website is: http://arg.paisley.ac.uk



.

Table of Contents



1. PROJECT OBJECTIVES .................................................................................... 5



2. PROJECT APPROACH ...................................................................................... 6



3. PROJECT OUTCOMES & RESULTS................................................................. 7



3.1 Development of the Alternate Reality Game (ARG) (WP2) ................................... 7



3.2 Development of the Methodology (WP3).............................................................. 13



3.3 Development of the Teacher Training Course (WP4).......................................... 14



3.4 Run Pilot Game with Teachers and Students (WP5) ........................................... 16



3.5 Development of Case Studies and Use Case Scenarios (WP6) ......................... 17



3.6 Evaluation (WP7) .................................................................................................... 19



3.7 Dissemination and Valorization (WP8) ................................................................. 21



3.8 Project meetings .................................................................................................... 31



3.9 Project Communications ....................................................................................... 32



4. PARTNERSHIPS .............................................................................................. 33



5. PLANS FOR THE FUTURE .............................................................................. 34



6. CONTRIBUTION TO EU POLICIES ................................................................. 35

1. Project Objectives



The aims of this project are:

• to bring about a more flexible and inclusive approach to teaching languages and

linguistic diversity by supporting teachers to use innovative, collaborative

approaches that will motivate and engage young people.

• to help promote language learning and linguistic diversity at secondary school

level across Europe

More specifically, the objectives of the project are:

• to develop an innovative, collaborative, technology-based approach to teaching

languages and linguistic diversity at secondary school level across Europe,

utilising Web 2.0;

• to train and support teachers to use this innovative approach to teach languages

and linguistic diversity with diverse groups of European students to motivate

them at a personal level;

• to develop a practical methodology that can be used by teachers to use and

further develop this approach to teaching languages and linguistic diversity;

• to evaluate the results of the project;

• to widely disseminate the results of the project across Europe to a variety of

stakeholders (including policy makers, funding bodies, senior management,

programme leaders, teachers, researchers, support staff, and learners);

• to help institutions and other key stakeholders understand how to strategically

deploy this methodology to bring about a more flexible and inclusive approach to

teaching languages and linguistic diversity.

2. Project Approach

The project was been decomposed using work packages, 8 in total. WP1 covered

Project Management, WP7 covered Monitoring and Evaluation, and WP8 addressed

Dissemination and Valorization, the remainder focussed on developing the game

(WP2), a methodology (WP3), teacher training course (WP4), piloting of the game

(WP5), and developing case studies and use case scenarios for the use of Alternate

Reality Games (ARGs) for teaching.

Each work package had a nominated work package leader and a set of partners to

help achieve the outcomes of the work package. The WP coordinator was

responsible for producing an Implementation Plan at the beginning of the WP that

addressed the approach to be taken in the WP, what activities each partner was

responsible for, and when these activities were due. The coordinator was responsible

for working closely with the WP partners to ensure the outcomes were achieved. The

work packages were updated and added to after the third project meeting in Paisley

in view of some new ideas and suggestions made by the partners. WP1 was an

overall work package that oversaw all the other WPs and ensured that each one ran

to schedule, discussing and agreeing variations across the partnership.

Regular discussions took place using a variety of channels:

• formal face-to-face partner meetings (one in November 2007, one in September

2008, one in January 2009 and a final one in October 2009)

• email, for non-urgent communications

• skype, for more important discussions

• a communication website with blogs and wikis to exchange files and ideas.

This multi-channel communication strategy was very successful and partners were

able to discuss issues in small groups (eg. on a per work package basis) or across a

number of work packages when representatives of all partner institutions were

involved.

3. Project Outcomes & Results

The main outcomes of the project are as follows:



1. Several literature reviews on the use of ARGs and serious games for language

education.

2. The development of the Alternate Reality Game (ARG) platform (WP2).

3. The development of the content and quests to be used within the game (WP2).

4. Development of a methodology to accompany the use of ARGs within

education.

5. Development of a teacher training course on ARGs and Web2.0 technologies

(WP4).

6. Mini-pilot of the game in Bulgaria (WP5).

7. Mini-pilot of the game in Bulgaria/Spain (WP5).

8. Large-scale pilot of the game across Europe with 328 students and 95 teachers

from 28 schools across 17 European countries (WP5).

9. Development of a set of Case Studies and Use Case scenarios of the use of

ARGs within education (WP6).

10. Development of an evaluation strategy (WP7).

11. Internal evaluation of the project (WP7).

12. External evaluation of the project (WP7).

13. Evaluation of the use of the ARG with the main pilot (WP7).

14. Project website and internal communications spaces (WP8).

15. General dissemination activities (WP8).

16. Series of Conference and Seminar presentations (WP8).

17. End-of-project Conference 12-13 October in Graz, Austria (WP8).

18. Translation of key documents from English into Bulgarian, Finnish, French,

German, Spanish and Turkish.

19. Development of a Valorization Strategy (WP8).

20. Reporting and management (WP1).

21. Project meetings (WP1).



Outcomes are reported for the above in the sections below.





3.1 Development of the Alternate Reality Game (ARG) (WP2)

Within WP2 ‘Develop ARG’ the following outcomes have been achieved:

1. Literature reviews on the use of ARGs and serious games for language

education (see Dissemination below).

2. Development of the game platform (http://sandbox.ictthatworks.org/moodle).

3. Development of a complete game storyline that includes character descriptions

and roles, and a dramatic storyline that will engage the targeted students

(please see http://projectziggurat.blogspot.com)

4. Introduction video for students (see

http://www.teachertube.com/view_video.php?viewkey=b5db4029db4e1975de93

and

http://www.teachertube.com/view_video.php?viewkey=c7954ad379ccbb5a4719)

5. Development of the story for use over the ARG game period.

6. Translation of parts of the storyline (in line with the multi-lingual approach of the

game).

7. Preparation of over 60 multilingual quests to be used within the game.

8. Finalisation of 20 quests for the pilot game.

9. Development of an introductory website for students.

10. Development of safe internal/closed registration system.

11. Development of forum spaces for the game play.





There were a number of design challenges that we faced in this project, such as:

• How to design an integrated set of multi-lingual, multi-media problems that require

collective effort to solve.

• How to create an interface to communicate individual, differentiated roles within

the collaborative structure.

• How to design for collective intelligence, rather than “hive mind” or “mob effect”.

• How to produce a replicable solution that can be used by modern foreign

language teachers across Europe.

• How to ensure the system is “secure” so that only authorised users can access

the system (critical for many European countries where children are involved).

• How to evaluate the usefulness of ARGs for learning a modern foreign language.

The last challenge was very important to the project to demonstrate the effectiveness

(or otherwise) of this approach. However, there has been a dearth of empirical

studies analyzing the usage of games-based learning and general models of

evaluation are currently lacking and this had to be addressed early on in the project.



3.1.1 Requirements for the game

The storyline that we developed for our ARG is based on a set of characters who,

through a collective effort, plan to build a contemporary Tower of Babel, a place

where people understand the interconnectedness of themselves to other people,

animals, the planet, and the rest of the universe. The characters, along with the

game participants, discover throughout the game how to build the foundations of the

tower. These foundations, based on the principles and values of Europe, include:

democracy, tolerance and respect, freedom and the rule of law, and access to

education.

By building the foundations and the tower, step by step, the intention was that the

students would gain an understanding of other languages and cultures. From an

implementation perspective, the tower was to be designed as an ever-growing wiki

(visually and in content) where students and teachers could add their own building

blocks. The “building blocks” for the tower would be puzzles, assignments and quests

in multiple languages and in different subjects. Quests can be puzzles, assignments

and questions. Sometimes this may require answering multiple choice questions,

translating languages, uploading files, searching on the Internet or simply trying to

solve puzzles that present the player with information, an interface or a situation that

lacks context. These were to be delivered through forums, blogs, websites, short

video clips, and emails. Participants would not be able to access the next clue until

they had completed the current assignment. Participants would be able to

communicate with one another through forums, guilds and IM.



a) Multi-lingual capability

The game had to be multi-lingual. For the initial pilot, English, French, Spanish,

German, Dutch and Bulgarian would be supported.



b) Profiles

Players have profiles and can browse other players’ profiles. The profiles hold some

basic information about each participant, such as specialist areas, interests, skills,

completed quests, languages spoken and how many points they have, both “building

blocks” and “empathy” points. The empathy system is the average rating given by

other players based on their experience collaborating with the player in question –

very similar to the eBay rating system and player rating scores on Microsoft’s Xbox

Live platform. The profiles are essential to aid the process of player collaboration –

players can browse the profiles looking for someone with an adequate skill set to

collaborate with.



c) Supported media

As we have already mentioned, ARGs are a cross media game and therefore the

platform should support the following media:



Blogs: Key characters from the ARG story have their own blogs. Some of the

character blogs would be translated into multiple languages while others would be

provided in a limited selection of languages – participants are expected to collaborate

with one another to interpret the blogs. The blogs tie in with plot development of the

storyline and occasionally play parts in quests, such as providing clues or hints. The

blogs also provide a mechanism for puppetmasters to intervene with the game if the

community is struggling with a specific quest.



Wiki: The wiki, named “Tower of Babel”, is the heart of the game space, where

quests are uploaded. Solutions to quests would also be uploaded to the wiki – this

provides an opportunity for participants to reflect on their and other players’

contributions, hopefully further enriching their understanding and appreciation of the

quest’s learning outcomes. The content being uploaded could contain several media

types – images, text, video clips, audio clips, mini games (such as flash or java

games) and links to other sites.



Forum: While the wiki may be the heart of the game space, providing the community

with quests to complete, the forums are the essence of the ARG. The forums are

employed as a means of facilitating communication and collaboration amongst

participants. It is on here that the concept of collective intelligence should be evident

– players seeking out guidance on quests from other players with specific knowledge

and skills. The forums should also promote the discussion of quest related topics

amongst community members, where participants can share views and opinions –

similarly to the wiki this should enrich the learning as students’ appreciation of

discussion topics increase.



Guilds: Players should be able to form themselves into guilds to work collaboratively

together to solve quests. The guild concept would be similar to the clan/guild

structures in MMOGs.



Video and Audio: Part of the storyline would be presented to players in the form of

short video clips (in English with subtitles)



Mini Games: Some quests could employ the use of mini games (eg. in Java or

Flash). A basic example would be a puzzle game that participants would need to

complete to unlock a hint to a quest.



Email: Email would mostly be used by puppetmasters to inform participants of

important game related events. Messages also include the addition of new quests

and, at the request of players, hints and tips to quests.



SMS: Similarly to email, SMS could be used for quest updates, hints and tips. It could

also be used as part of a quest – send a SMS text with a key phrase or string of

characters to a mobile number which would generate an automatic response with the

answer or hint. Due to time and funding constraints, this was not implemented for the

pilot.



IM: While the forum provides a means of communication, an IM interface allows

participants to communicate in real time. Perhaps playing a less important role than

the forum and more geared towards socialising, it still presents participants with

another opportunity to network with other players.



d) Assessment

An aim of this project was to provide a learning environment that the students feel

they truly own. To achieve this sense of ownership, the level of assessment should

remain informal. The assessment of players’ solutions, and the allocation of points,

should remain as simple and informal as possible so as to not make players feel they

are ultimately being controlled by their teachers. Players would have the opportunity

to reflect on their work while comparing their solution to other players’ work on

completion of a quest.

The game uses two scoring systems – building blocks awarded for the completion of

a quest and an empathy score which rates the player’s collaboration as voted by

other players. While the allocations of the building block points are to be informal,

these could be used as a means of assessing how well a player is doing within the

ARG and also the games effectiveness with regards to the project objectives.

Some assignments that were open-ended and more creative in their nature would be

assessed by the puppetmasters (language teachers and project members, but that

was not known by the students).

e) Security

The platform had to be secure and only allow registered students and teachers to

access it.



f) Puppetmasters and teachers

Puppetmasters (ARG project members for the pilot) would have complete control

over the game, although eventually the hope is that teachers would assume this role.

Puppetmasters would be able to monitor how the community is coping with quests

and provide hints and tips through the various communication channels supported.

Teachers would also have a degree of control, lower than that of the puppetmasters,

as they would be mostly monitoring their own pupils. The teachers from the

participating schools were asked to help moderate content, both player designed

quests and individual answers to quests, from their students. The ARG, from the

teachers’ perspective, mainly relies around monitoring their own students who are

participating. For the pilot, puppetmasters created the quests, while teachers helped

assess student work and decided if “building block” points were to be awarded.

Puppetmasters and teachers were also be at hand to provide guidance to their

pupils.



3.1.2 The ARG Platform

After establishing the requirements, the project was faced with two choices: build the

ARG platform from scratch or adapt one or more existing platforms. Given the

timescales, the former option was excluded and we investigated existing open-

source solutions. Again, there were two main choices:

• select an open-source solution for each of the key functions (eg. wikis, blogs,

forums) and integrate them together so that there was a single, consistent user

interface, common database and single sign on capability;

• find a platform that contained much of the functionality required and extend it to

provide missing components.

The former option again was difficult given the time constraints and we instead

evaluated a number of platforms that had the required functionality. Many of these

turned out to be Virtual Learning Environments (VLEs) or social networking systems.

Given that scoring (assessment) was something that we wanted to have within the

game, we eventually decided to base the games platform on an open-source VLE.

Many of the open-source VLEs (moodle, Sakai, Claroline) provide a number of

common features for facilitating and supporting online learning:

• document sharing (eg. for online distribution of lecture notes);

• assignment uploading;

• online assessment (for formative and summative assessment, multiple choice

quizzes, true/false, and free text);

• online gradebooks;

• forums for asynchronous discussion;

• chatroom/online classroom for synchronous web-based text-based discussions.

Many VLEs also support the development of plug-ins and extensions – allowing

additional features to be added by the developers or by third parties (for example,

video conferencing or wikis). After an evaluation of these platforms, we choose

moodle (http://moodle.org) as the basis for the ARG, as it had many of the features

that we were looking for. moodle is based on PHP and MySQL and can be extended,

although we did find that the learning curve was sometimes quite large to fully

understand how the various components integrated together. The missing features

that we identified were as follows:

• A game “look-and-feel” (called a “theme” in moodle)

While moodle has a number of free themes available through the large moodle

community, and a number of commercial themes also existed, we found none that

had the particular “Tower of Babel” look-and-feel that we wanted. This

shortcoming was easily overcome by developing a special moodle theme based

on XHTML and CSS, as shown in Figure 1.

• An empathy system and a top scores table for students to compete with others

Both these features were addressed by adapting moodle to allow forum and blog

entries to be rated by students, based on how helpful they found the postings,

and to show the average empathy rating as a star scheme on the Participants

page (see Figure 2). We also modified the Participants page to display the

student’s current score using as star scheme.

• Construction of the Tower of Babel

We wanted each student to see their progress through the game represented

through the continual construction of the Tower (in effect, correctly answering a

quest, added another building block to the Tower). To do this, we created s Flash

animation that showed, as a percentage of the maximum game score, how much

of the Tower they had constructed (see Figure 3).

• Automating the posting of forum/blog entries by the game characters

One of the requirements was to produce a platform that could be used by

language teachers after the completion of the pilot. At various points in the game,

some of the storyline is released through forum and blog postings. Rather than

having to manually make these postings at an appropriate date and time, we

wanted to be able to create these postings and advance, specify when the posting

was to be made available, and for the system to make the posting at the specified

time. To do this, we produced some PHP code to allow the puppetmaster

(language teacher) to specify the name of the character making the posting, the

text of the posting, the date and time of the posting (relative to a game start time

that could be specified in advance), and the forum/blog where the posting is to be

made. This was stored in the MySQL database in a new table and a background

cron job was written, which ran every hour, to transfer the posting to the

appropriate MySQL table at the specified time.

Figure 1 Tower of Babel theme









Figure 2 Empathy and Scoring





3.2 Development of the Methodology (WP3)

To accompany the use of the Alternate Reality Game (ARG) for second languages, a

methodology has being developed within WP3 ‘Develop Methodology’. Some early

work was carried out on this to form a foundation for the development of the game

and the quests and the methodology was developed more fully after the main pilot in

April 2009. A Conference paper has been produced based on the methodology to

gauge views and presented at the European Conference on Games-based Learning

(ECGBL) in Graz, Austria in October 2009 and was well received by all attendees.

Methodology manuals typically respect curricular conventions, assume or propose

theoretical tenets within specific fields. Within formal, state-sponsored education

systems, methods respond to empirical systems of evaluation. Teaching approaches

are conceived to be carried out in class, situated in a room, with a teacher applying a

series of techniques or specific material on a group of students, observing their

effectiveness on student progress. In formal education systems at secondary level

teachers are qualified and authorised to work in one or two specialist subject fields.

When it comes to ARGs, however, most of these givens about method are taken

away. Firstly, the context is a game, not a class. Secondly, the physical space of an

ARG is the world, cyber and real, not a room. Thirdly, the target knowledge and

skills, generally stipulated by educational authorities and experts in a curriculum, can

now only be partially written into the design of the game. Fourthly, we can presume

that in a cyberspace which is multilingual, players will need to be plurilingual to

participate. Fifthly, it will be players themselves who will define some learning targets

because ARGs are open ended. Finally, evaluation and feedback will be continual

and performance based, but not overtly from a 'teacher', feedback can come

automatically and possibly from other players. This leads us to the best bit, ex

cathedra disappears: not only is there no symbolic and authoritative chair, there is no

teacher at all.

Didactically speaking, in an ARG there is the figure of ‘the puppet master', a digital

leader, who can be consulted and someone to whom questions may be formulated.

This figure (behind which there may be a team of people) can help players make

their own discoveries; and players may help other players. Game targets are

achieved by the formulation of appropriate questions. Knowledge is acquired in the

first instance by the formulation of appropriate questions. This is not modern; it is as

ancient as Socrates. Depending on the ARG, and depending on the players, the

questions posed by players to one another may be as profound as interpreting a

mystery programming language, the calculation of co-ordinates or as gossipy as “will

Johnny get back together with Jenny?”. It all depends on the particular ARG. The

effectiveness of any resource will depend on its quality and relevance. In the

methodology we demonstrate how ARGs are a resource to be tapped for educational

purposes. The first and most important aspect of why ARGs are effective for

education is because they are highly motivating.

The methodology was finalised after the conference and translated from English into

Bulgarian, Finnish, French, German, Spanish and Turkish. We believe that the

translation into Turkish will make the project results known to a 70-million educational

community of a country which may soon join the EU thus helping the educators in

Turkey keep informed of the newest developments in the field of foreign language

learning. The translations were done by university lecturers teaching languages to

students thus guaranteeing the high quality of the translated materials.







3.3 Development of the Teacher Training Course (WP4)

The first stage of WP4 ‘Run and Develop Teacher Training Course’ was to develop a

document containing the learning outcomes of the course and a course outline. It

was recognised that such a course had to aim to:

• convince teachers that using ARGs is effective, worth-while and manageable;

• equip them with the necessary ICT skills to function in Web 2.0;

• allow them to experience different game roles in order to help them be efficient

PuppetMasters;

• raise teachers’ awareness of plurilingualism and intercomprehension and help

them develop their own intercomprehension skills;

• equip them with teaching techniques for helping students develop

intercomprehension skills;

• prepare them to incorporate this particular ARG in their language teaching

practice.

Thereafter, the course was developed and converted to an online format. The

teacher training course was incorporated within the same platform where the actual

Game takes place so that teachers could become accustomed to the interface and

the different links they can follow before the Game itself starts. Training was

delivered over two days. However, access to the platform was not restricted after

these two days and teachers were able to go back to any element of the training they

felt they needed more practice in. They teachers were encouraged to use forums,

messages, emails, etc. while communicating with each other as well as with their

tutors. The aim was for all teachers who would subsequently participate in the ARG

to have become acquainted with and to have practised using the channels of

communication both they and their students would have at their disposal during the

actual run of the Game.

The course was divided in two major parts – a Getting to Know You section and a

Teachers Info section. The activities focussed on the before, during and after phases

of the Game, similar to the organisation of a language learning activity. The figure

below provides a screenshot of the “before” stage of the teacher training course.









Figure 3 Getting to Know You course



The Getting to Know You section encouraged teachers to introduce themselves to

the other participants and, at the same time, to learn more about each other by

uploading a picture of themselves, adding a new topic to a forum and contributing to

a forum discussion. In addition, the Pre-Game questionnaire for Teachers had two

main aims – to serve as a data-collection tool in the team’s research into the use of

ICT and Web 2.0 educational applications in language classrooms across Europe

and to have the teachers reflect on their competences, experiences, expectations

and needs related to ICT and Web 2.0 educational applications.

As shown in the table below, there were two types of tasks on the teacher training

course – ARG-specific and FLT-specific tasks (where FLT is foreign language

teaching). Most of them have objectives related to the development of language skills

such as reading and summarising, reading and understanding main ideas and

specific information, formulating one’s opinion in writing, etc. These skills are the

object of development in language classrooms. On the other hand, these training

tasks pursued objectives related to the development of Web 2.0 skills – watching a

YouTube video, contributing to a forum discussion, looking up information in an

online resource, etc.







Task-related aspects

ICT task FLT-task

Online glossary of terms Game space – a reading

ARG–specific









comprehension exercise

Introduction to the plot and Introduction to the Game quests – an

characters – a drag and drop integrated reading and writing task

Content-related aspects









exercise

Multilingualism versus plurilingualism

specific content









– a reading task

Modern FLT-









Introduction to intercomprehension –

plurilingual reading task

Les Visiteurs or Just visiting? – watching a You Tube video

Les Visiteurs or Just visiting? – a plurilingual interpretation exercise









The course was evaluated as part of the first mini-pilot in Bulgaria from 22-23

November 2008 with six foreign language teachers: two teachers of English, one

teacher of French, one teacher of Spanish and one IT teacher. The course was

evaluated again in the mini-pilot in Spain and Bulgaria on 3 February 2009 with 14

teachers (one online and 13 via a seminar) before being rolled out in the main

training programme prior to the large-scale pilot in April 2009. To ensure teachers

would have plenty of opportunity to attend the course, the course was run online

three times: 1-2 April 2009; 7-8 April 2009; and 20-21 April 2009. The online course

remained open thereafter for teachers to return to or for other teachers or observers

to go through.







3.4 Run Pilot Game with Teachers and Students (WP5)

The Alternate Reality Game (ARG) was piloted with teachers and students in WP5

‘Run Pilot Game with Teachers and Students’. Two mini-pilots were run to evaluate

the early versions of the game and then a large-scale pilot across Europe. The first

mini-pilot was originally scheduled to run for 15 days in Bulgaria from 24 November

to 6 December 2008, however, we allowed the game to continue until 15 December

2008 to gain more feedback. The mini-pilot was evaluated by two schools in the first

mini-pilot in Bulgaria:

• The 2nd English-medium Language School “Thomas Jefferson” (Sofia) – with 17

students;

• Lycee Bilingue N 9 Lamartine (French-medium Language School, Sofia) – with 21

students.

The second mini-pilot in Spain ran from 10 to 20 February 2009 and involved schools

from both Bulgaria and Spain, which was a logical step further in the piloting of the

Game because it now involved students from two countries not just one as in the first

mini-pilot. The students who participated in the second mini-pilot came from:

• English-medium Language School of Rousse (Rousse, Bulgaria) – with 1 student;

• Secondary School of European Languages (Rousse) – with 3 students;

• Secondary Professional School of Construction, Architecture and Geodesy

(Rousse) – with 3 students;

• Centro Navarra de Autoaprendizaje de Idiomas, Pamplona, Spain (2 secondary

school groups) – 27 students plus 16 teachers.



The mini-pilots identified a number of issues that we addressed prior to the main

pilot:

• The game was too long. In the first mini-pilot, the game lasted 15 days. For the

second mini-pilot and the main pilot this was reduced to 8 days.

• There were too many quests. Again, with a reduction in the duration of the game,

we reduced the number of quests available.

• Some of the quests were not fully integrated with the storyline. Again, this was

addressed before the main pilot.

The main pilot ran from 22-30 April 2009, with 328 students and 95 teachers from 28

schools across 17 European countries. During the game, the students uploaded 826

files (images, audio, video, and presentations) and submitted 9,135 quest answers.

Out of 104 responses given by students on completion of the game, the main things

that they like about the game were: collaboration with other students (63%), using the

computer for language learning (59%), solving the quests (54%), and the storyline

(47%). Overall, the students felt that the game had motivated them to learn a second

language and 92% of students felt there should be more use of ICT within language

teaching. 89% of the students liked or absolutely loved the game.

Overall, the project team were very pleased with the results of the pilot and consider

that the use of Alternate Reality Games for motivating students to learn a second

language has been highly successful.







3.5 Development of Case Studies and Use Case Scenarios (WP6)

Within WP6 ‘Develop Case Studies and Use Case Scenarios’ was divided into two

phases. The first phase was to identify existing uses of ARGs or ARG-like games

within education. A large amount of research was undertaken to identify ARGs that

had some empirical evidence and the following were shortlisted:



• Climate Challenge

• eMapps

• Frequency1550

• Quest Atlantis.

The Climate Challenge game was sponsored by the BBC and Oxford University

Environmental Change Institute and ClimatePrediction.net. Players played

independently as the ‘President’ of a European nation. They had to set national and

local policies that would affect the environment. The game consisted of a series of

interfaces were players have to choose between different government policies. Each

policy includes an explanation of how the policy will affect the environment, how

popular with voters and the financial cost. Players also had to attend ‘Global leader

conferences’ to negotiate and decide on carbon emission limits. The results of

players usage was researched as part of a student dissertation.

eMapps.com was a project co-financed by the EU’s Sixth Research Framework

Programme targeting children aged 9-12 that took place with 16 schools in 8

countries. eMapps consists of games played on a mobile platform, running on

multiple devices and networks. Teachers take on the role of game controller or

‘Puppet Master’ and teams of children play the game, accessing the game platform

to upload the multimedia work that they produce as part of playing the game on to

the Game Desk. The children have to solve a puzzle based on a pre-determined

territory the game is being played within and they are given a series of clues to help

them. An evaluation study was completed based on questionnaires and observation.

Frequency1550 was funding by Kennisnet ICT on Schools and the Mondriaan

Foundation, Netherlands. Frequency 1550 was a mobile city game that used GPS

and UMTS technology to allow secondary school pupils to actively learn about history

instead of passively absorbing knowledge. To gain citizenship in the city of

Amsterdam groups of 4-5 students had to acquire 366 points. Each group was

divided into a city team (CT) consisting of two or three pupils who walk through the

city and a headquarters (HQ) team. The teams switch places halfway. Students walk

through assigned areas of Amsterdam. When they reach certain locations a GPS

tracker instructs the HQ server to send them an assignment about the area they are

in. The game was played twice in February 2005 and July 2007. The results

suggested that pupils that played the mobile game scored significantly higher on a

knowledge test than pupils who had the same material in a traditional lesson.

Quest Atlantis was funded by the USA National Science Foundation, the MacArthur

Foundation, the National Aeronautics and Space Association, and various corporate

sponsors. It is an international learning and teaching project that uses a 3D multi-

user environment to immerse children, aged 9-16, in educational tasks. Students

(Questers) are required to complete Quests, Missions, and Units within a storyline

called Archfall. They become citizens in a community and try to rebuild the lost

knowledge of Atlantis. Children work alone or together to accomplish tasks. The

activities take place in registered Centers, typically schools, under the direction of

teachers who have undergone professional development and training through an

online Teacher Toolkit. The Professional Development course is a four-part course

that takes place weekly online within the virtual world of Quest Atlantis (and over

telephone). A number of outcomes have been studied, including Language Arts/

Reading Study; Social Studies Classroom Study; Language Arts/Writing Comparison

Study; Mathematics/Statistics Study; Science Classroom Study; Science Classroom

Comparison Study.

The second phase of the WP was to come up with a number of Use Case Scenarios

of how ARGs could be used within education and specially cross-discipline usage

(and not just within languages as focussed on within this project). The most important

and possibly most difficult part of building an ARG is creating a storyline that is

compelling enough for the target group of students to be engaged, and then

integrating the quests into the storyline. A core aspect of raising engagement is the

integration of as much rich multimedia as the budget will permit, in the form of

graphics, audio and especially video to enhance the storyline. The use case

scenarios developed over:

• ARG for Applied Mathematics and International Trade.

• ARG for Geography.

• ARG for intercultural understanding.

• Multidisciplinary ARG – for Literature/History/Cultural heritage.

• ARG for Physics and Mathematics (Art & Design).

• ARG for Teacher Training (CLIL teachers across languages/subjects/countries).

• ARG for Geography and Environment Protection.

The Case Studies and Use Case Scenarios were translated from English into

Bulgarian, Finnish, French, German, Spanish and Turkish.







3.6 Evaluation (WP7)

There were various aspects of evaluation in this project:

• on-going internal evaluation throughout the project to ensure it was adhering to

the project schedule and achieving the stated deliverables and targets;

• evaluation of key aspects of the project, specifically the ARG itself, the teacher

training course and the methodology;

• on-going external evaluation throughout the project to identify issues that the

project team may have missed.





3.6.1 Internal evaluation

Several methods were used for internal evaluation:



• feedback forms were used after each of the partner meetings to identify issues;

• an anonymous mid-point questionnaire was run through SurveyMonkey to identify

any issues, particularly those around the game and partner communication;

• open discussions through email, skype and the AOTG communication platform;

• feedback from the external evaluator.





3.6.2 Evaluation of project outputs

To evaluate the ARG and the training course, it was decided to run two mini-pilots to

identify and address issues prior to the main pilot in April 2009. These mini-pilots

were run in November 2008 in Bulgaria and February 2009 in Spain and were

extremely useful to the project and, as noted in Section 3.4, identified three issues

that we addressed prior to the main pilot:

• The game was too long. In the first min-pilot, the game lasted 15 days. For the

second mini-pilot and the main pilot this was reduced to 8 days.

• There were too many quests. Again, with a reduction in the duration of the game,

we reduced the number of quests available.

• Some of the quests were not fully integrated with the storyline. Again, this was

addressed before the main pilot.

Addressing these issues turned out to be important and led to a much more

successful run of the game in April 2009. The feedback from the running of the

teacher training courses in the mini-pilots identified less significant issues, the main

ones being around more information on the game and the game platform. These

were again addressed prior to the main pilot. A draft methodology was produced prior

to the game being developed and, as a result, was evaluated as part of the mini-

pilots and the main pilot itself. However, as an extra level of evaluation a paper

based on the methodology was presented at the European Conference on Games-

based Learning (ECGBL) in October 2009 in Graz, Austria along with papers on the

Teacher Training perspective, the game platform, an evaluation of the student

learning, and one on plurilingualism (see Section 3.7.3).





3.6.3 External evaluation

An experienced external evaluator, Maria Stoicheva, was appointed near the start of

the project. The approach taken by the external evaluator was:

• attendance at one of the partners’ meetings to present the evaluation strategy

and to set the framework for external evaluation;

• monitoring of the project process;

• analysis of internal evaluation documents, questionnaires, etc;

• a series of face-to-face interviews;

• documents study;

• deliverables analysis;

• consultations and interviews with the project partners;

• attendance at the final conference to build an information base, to collect

evidence from project partner interaction, and to undertake face-to-face interviews

with project partners.

The external evaluator concluded: “…it should be noted that the results of the project

comply entirely with the application and with the objectives set. The project team has

invested a lot of effort and creativity in the implementation process and has

demonstrated a high level of commitment to the project activities and goals. The

results achieved are innovative, breaking into new territories and the potential for

further dissemination, application and valorization is very promising and high. The

project team as a whole and individually should be commended and encouraged for

further work in the area. New opportunities within the LLP should be also sought for

enhancing the impact and the collaboration activities.”

3.7 Dissemination and Valorization (WP8)

There have been two directions to the dissemination strategy. This strategy is part of

the phased approach to the Work Package.

This strategy is based on:



1. An initial awareness raising exercise among academics and games producers

within the Serious Gaming and ARG communities. This is based on the idea that

this community is the most likely to act as further disseminators of the project in to

the future.

2. Preparation of a suitable Internet database of secondary schools and Teacher

training institutions in Europe that will be invited to participate in the game and

teacher training materials and courses produced during the project.

3. Contacting the schools and Teacher training institutions by email to determine

their interest in participating in the pilot and following up interest with additional

information as and when recruited.

4. Dissemination of the results from the pilot to stakeholders across Europe.





3.7.1 Awareness Raising

The awareness campaign commenced with a campaign to the global ARGs and

serious games in education community through Listservs and direct contacts. This

produced many responses to the project by individuals involved in the community.

Further dissemination to this targeted group was achieved by the delivery of three

addresses by Professor Connolly at the following conferences:



1. Conference paper presented at the Web-based Education (WBE) Conference in

March 2008; 120 (approx) conference attendees.



2. Conference paper presented at the Web Information Systems and Technologies

(WEBIST) Conference in May 2008; 180 (approx) conference attendees.



3. Conference paper presented at the 5th

International Conference “The Language: A

Phenomenon without Borders”, 12 – 14 June

2008, Varna (approx 200 conference

attendees),









4. Conference paper presented at the European Conference on Games-based

Learning (ECGBL) in October 2008; 90 conference attendees.



5. Presentation made at a seminar to teachers of English from Sofia and other

towns in Bulgaria (December 2008)

6. Teacher Training Seminar (2009) ARGuing for Multilingual Motivation in WEB 2.0,

held on 27th March 2009 for teacher trainers and language teachers from the

University of Rousse (13 people attended).



To further raise interest, appropriate websites were located and a specially created

video uploaded or linked (embedded). Where possible the video was placed in to

specialized groups. The presentation was also placed on Slideshare and added to

specialized groups.



An edit was included in the Wikipedia page on Alternate Reality Games

http://en.wikipedia.org/wiki/Alternate_reality_game#The_Serious_ARG and has

produced 692 visits to the project websites.



A folder was prepared on LiveBinders that included a link to ARGuing

http://livebinders.com/play/play_or_edit?id=3970



In addition a Facebook 'fan page' was launched and is still adding visitors and fans.

See: http://www.facebook.com/pages/ARGuing-Alternate-Reality-Games-in-

Education/171299974572



3.7.2 Awareness Raising and Recruitment Campaign

Preparation of the Internet database for later use, which included approximately

400,000 secondary schools, 980 teacher training institutions, 2,500 national and local

authority contacts and European officers from every European country.

Over 11,000 newsletters were sent during the campaign. In particular, newsletters

were sent to schools in the following European countries between 17-21 March 2009:



Country Quantity

Austria 402

Belgium 538

Bulgaria 34

Cyprus 137

Czech Republic 507

Denmark 205

Estonia 137

Finland 148

France 566

Germany 573

Greece 108

Hungary 201

Iceland 70

Ireland 291

Italy 692

Latvia 206

Lithuania 166

Liechtenstein 19

Luxembourg 49

Malta 61

Netherlands 599

Norway 150

Poland 618

Portugal

Romania 530

Slovakia 224

Slovenia 32

Spain 1034

Sweden 90

Turkey 34

United Kingdom 463

Total 8884



Postings were made in social networks and listservs with at least 189,000

subscribers (numbers are not accurate as some resources do not publish

membership numbers). The video and presentation were posted to YouTube,

TeacherTube, MySpace, dotsub and many other relevant social networks (Nings,

Facebook, LinkedIn). The video was also converted into a Powerpoint presentation

and was added to Slideshare. Additional Web 2.0 placements were made to new

Web 2.0 sites including Voxopop, posterous and Scribd. Examples of placements

include:

• Facebook group "Multilingualism"

http://www.facebook.com/group.php?gid=18977111129 (734 members)

• Classroom 2.0 - http://www.classroom20.com/video/arguing-european-union-

project (32,959 members)

• LinkedIn - Learning, Education and Training Professionals Group (22,253

members)

• YouTube video: http://www.youtube.com/watch?v=Vd4rKnRSZY8



Examples of Listservs included:

• Mflresources - 3,533 members

• CILT-CYMRU - 117 members.



The invitation campaign was conducted online and was an unqualified success. It

commenced on the 14th of March 2009. By the 30th of March over 400 responses

from schools were received. These led to 122 registration forms for the game being

completed. Finally, 28 schools from 17 countries played the game and observers,

including a further 4 countries, watched. There were also 2 observers from local

education authorities and Vox, the Norwegian Institute for Adult Education – Norway:



• School Inspectorate Of Prahova County – Romania

• Cambridgeshire County Council - UK

A further 85 messages were received from additional educators also requesting

involvement in the game after the closing date.



3.7.3 Post Game Dissemination



The main dissemination event for the project was the organisation of a Conference

Stream at the European Conference in Games-based Learning (ECGBL) held on 12-

13 October 2009 in Graz Austria. The conference has approximately 100 attendees

and the following papers were presented:

1. Connolly, T. M. Stansfield, M., Hainey, T., Cousins, I., Josephson, J., O’Donovan,

A., Rodriguez Ortiz, C., Tsvetkova, N., Stoimenova, B., and Tsvetanova., S.

(2009). “ARGuing for multilingual motivation in Web 2.0: a games-based learning

platform for language learning”, 3rd European Conference on Games-based

Learning (ECGBL), 12-13 October 2009, Graz, Austria.

2. Hainey, T., Connolly, T. M. Stansfield, M., Boyle, L., Josephson, J., O’Donovan,

A., Rodriguez Ortiz, C., Tsvetkova, N., Stoimenova, B., Tsvetanova., S. (2009).

“ARGuing for multilingual motivation in Web 2.0: an evaluation of a large-scale

European pilot”, 3rd European Conference on Games-based Learning

(ECGBL), 12-13 October 2009, Graz, Austria.

3. Tsvetanova, S., Stoimenova, B., Tsvetkova, N., Connolly, T.M., Stansfield, M.H.,

Hainey, T., Cousins, I., Josephson, J., O’Donovan, A., Rodriguez Ortiz, C. (2009).

“ARGuing For Multilingual Motivation In Web 2.0: a tool for facilitating

plurilingualism”, 3rd European Conference on Games-based Learning

(ECGBL), 12-13 October 2009, Graz, Austria.

4. Tsvetkova, N., Stoimenova, B., Tsvetanova, S., Connolly, T.M., Stansfield, M.H.,

Hainey, T., Cousins, I., Josephson, J., O’Donovan, A., Rodriguez Ortiz, C. (2009).

“ARGuing For Multilingual Motivation In Web 2.0: the teacher training

perspective”, 3rd European Conference on Games-based Learning (ECGBL),

12-13 October 2009, Graz, Austria.

5. O’Donovan, A., Tsvetkova, N., Stoimenova, B., Tsvetanova, S., Connolly, T.M.,

Stansfield, M.H., Hainey, T., Cousins, I., Josephson, J., O’Donovan, A.,

Rodriguez Ortiz, C. (2009). “The Truth about Alternate Reality games: ARGs in

Educational Method, ARGs as Educational Method”, 3rd European Conference

on Games-based Learning (ECGBL), 12-13 October 2009, Graz, Austria.



In addition, other presentations included:

6. Poster presentation (2009). Conference CREATIVITY AND INNOVATION FOR

PROMOTING MULTILINGUALISM

AND INTERCULTURAL

DIALOGUE, Iasi, Romania, June

25 – 26, 2009.

7. Presentation at the Annual Conference “Association des Professeurs de/en

Français de la Bulgraie (APFB)”, 16-18 October 2009, Lovetch, Bulgaria by Bistra

Stoimenova.

8. European Centre for Modern Languages in Graz, Austria on the 12th October

2009 to the director Waldemar Martyniuk and Michael Armstrong.









9. Stoiménova, B. (2009) Comment motiver les élèves à apprendre des langues

étrangères à l'aide du Jeu en réalité alternée (Alternate Reality Game) « La Tour

de Babel » : résultat d’un projet COMENIUS, Article in APFB’ magazine

« Fréquences francophones ».



10. Rodriguez-Ortiz, C. (2009) Levende Talen Landelijke Studiedag 2009 (Living

Languages National Study Day), Workshop: Serious Gaming: is dat wat ook voor

het Moderne Vreemde Talen Onderwijs? (Serious Gaming: is that something for

Modern Foreign Languages Education?), 6 November 2009, Zwolle, The

Netherlands.



11. 82nd BBC Active Tutors' Club Newsletter Page 7: Article on ARGuing.

http://www.bbcactivelanguages.com/Portals/0/Newsletters/NewsLetter82.pdf

12. Dissemination article in Scottish CILT Website (18 March 2009):

http://www.scilt.stir.ac.uk/news/?id=167&cat=1









12. Placement of ARGuing promotional video YouTube

13. Notice eTwinning Website









14. UNESCO International year of languages – projects









15. Twitter – Tweet

16. Mention in the Blogosphere









17. Entry in eLearning Europa









18. SERIOUS GAMES MARKET Blog

19. Alternate Reality Game website









The final phase of the dissemination campaign announced the launch of the project

website and the opening of the project for autonomous use by schools.



This phase used 2 channels:

• Newsletters to authorities and associations.

• Postings in listservs and social networks,



Many local and national authorities and EU and international authority officers,

Universities were contacted during this phase as indicated in the table below.



Country Quantity

Austria 141

Belgium 13

Bulgaria 13

Cyprus 7

Czech

Republic 42

Denmark 9

Estonia 13

Finland 15

France 136

Germany 61

Greece 9

Hungary 11

Iceland 6

Ireland 45

Italy 51

Latvia 6

Liechtenstein 4

Lithuania 12

Luxembourg 7

Malta 14

Netherlands 11

Norway 180

Poland 16

Portugal 27

Romania 56

Slovakia 11

Slovenia 7

Spain 61

Sweden 10

Turkey 1

United

Kingdom 235

Total 1230

Subscribers 134





Newsletters were also sent to the following Teacher Training organisations:



Country Quantity

Austria 82

Belgium 13

Cyprus 1

Czech Republic 3

Denmark 28

Estonia 9

Finland 19

France 92

Germany 97

Greece 8

Hungary 15

Ireland 13

Italy 16

Latvia 6

Malta 1

Netherlands 17

Norway 21

Poland 8

Portugal 27

Slovakia 8

Slovenia 5

Spain 142

Sweden 40

United Kingdom 100

Total 771





3.7.4 Project website statistics

The project website (http://arg.paisley.ac.uk) was created within the first month of the

project. At the end of the first week in November, there had been 71,777 hits on the

site (7,549 in the past month). Since then we ran a survey on the website asking

whether people thought the project is innovative:

• 514 voted Yes (97.2% of voters)

• 8 voted Not sure (1.5% of voters)

• 3 voted No (1.3% of voters).

Overall, there were 513,805 successful requests to the ARG website (8,632 in the

last month), with an average of 684 successful requests per day (1,233 in the last

month). The busiest month was April 2009 when the main pilot ran with 91881

successful requests made slowly declining during the remainder of the project with

an increase in November 2009 with 56005 successful requests.

The statistics below show the number of visits to the game website

(http://ictthatworks.net:8080/moodle/) between 20 April 2009 and 11 November 2009.

Clear peaks can be seen during the game playing period and also during the final

dissemination stage of the project.





Daily Visits









The total number of visitors was 5,974.



We are very reassured by the statistics and are extremely pleased at the hit rate for

the sites, suggesting dissemination has been very good.







3.8 Project meetings

Four project meetings have taken place:



1. Kick off meeting in Amsterdam, Netherlands, 26 - 27 November 2007

2. Second project meeting in Pamplona, Spain 18-19 September 2008

3. Third project meeting in Paisley, Scotland 22-23 January 2009

4. Fourth and final project meeting in Graz, Austria 12-13 October 2009

Partners completed project evaluation questionnaires at the conclusion of each

meeting.





3.9 Project Communications

Three main channels have been utilized for communications during the project:

• An Internet communication platform

• Email

• Skype (for chatting and talking)



The communication space used is the Basecamp platform. The web address is:

http://aheadofthegame.updatelog.com/login (passwords can be supplied).

The communication space has been used very extensively during the project with

many issues being resolved through this means. This platform also allows the

uploading and downloading of documents.

4. Partnerships

The project has established links with some complementary projects in this area,

principally the FP6 eMapps project (which developed an ARG), the sloodle project

that is investigating linking moodle and Second Life, and the Alternative Reality

Game in Student Inductions, Argosi, project being run at the Manchester

Metropolitan University in the UK. We have established links with the many schools

across Europe who participated in the two mini pilots and the main pilot. An

additional large number of schools have expressed an interest in playing the game

during the latter phases of the project, by registering on the project website, during

the dissemination activities and joining the Facebook group.

We have also spoken to various Education Department and National Agencies, and

have approached many other agencies to disseminate the results of the project.

Responses to these initiatives have come from Belgium; France; Lithuania; Malta;

Norway; Spain; Switzerland; UK; Australia; several institutions in Japan; Malaysia;

Taiwan; and several institutions in the USA. In particular, we are pursuing a number

of institutions who have opened dialogue with the project about utilizing the

experience amassed.

A research group at the University of Maryland iSchool studying the educational

applications for ARGs, have made contact and are studying our work.

5. Plans for the Future

There are a number of plans for the future:

1. We consider the game to have been a great success and we have been

contacted by many schools across Europe to run the game again. We believe this

would be a great opportunity to increase the empirical data we have of the

benefits of this game at teaching foreign languages. The partnership has

expressed a willingness to do this even in the absence of funding.

2. We would like to continue the dissemination of the results of the project to more

stakeholders across Europe and further afield and follow up on leads that result

from this.

3. We would like to carry out further analysis of the data within the game, particularly

some of the dialogue within the forums to identify the types of learning that may

have occurred as well as some of the benefits and drawbacks of the use of the

ARG. We believe this analysis would be of interest to the research community.

4. Package the game as a module that can be downloaded via the moodle website.

5. Within WP6, we identified a number of Use Case Scenarios for how the game

could be extended to other areas, such as maths and geography. We would like

to extend the game scenarios to include these areas and evaluate the

applicability of ARGs to these subject areas. However, this will require funds,

which the partnership is trying to obtain.

6. Contribution to EU policies

This project set out to address a number of strategic issues within the Lifelong

Learning Programme (LLP):





1. Lisbon Education & Training Progress Indicators

Target: Foreign Language Learning: Distribution of lower / upper secondary pupils

learning foreign languages

We believe the project has directly impacted on this indicator from the motivational

aspect of learning languages, by showing secondary students at a personal level the

value of learning languages to communicate with their European peers for social as

well as personal reasons.



2. Lisbon Key Competences: Digital competence

We believe the project has directly addressed the gap between Web2.0 and the use

of technology in education. For those involved in the playing of the game, it has

raised educators’ ability to use technology as a tool of education and communication

with their students.



3. LLP Horizontal Policies: Cultural and Linguistic Diversity

We believe the project has helped raise awareness of cultural and linguistic diversity

by showing student participants the personal advantage of having knowledge of other

languages. In addition, by working collaboratively across national boundaries

students have gained an appreciation and understanding of their peers in Europe.





4. Complementarity with Other EU Policies

This project is fundamentally about how ICT can be used to increase the motivation

of European secondary school students to learn a second language and we believe

this project has impacted two areas of lifelong learning, namely languages and ICT.



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