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This section of the V4T Project portal provides administrative information for the project contractual partners and for the European Commission and it is password protected.

Games

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This Section provides access to an Online database of:
• The best educational Videogames and mobile apps available on the market
• The most suitable Videogames and Apps that, even if not specifically designed for educational purpose, can be used as teaching or learning tools with students

Videogames and apps are categorized, analyzed and assessed in order to provide the teachers with all the necessary information and hints to make full use of the Videogames and Apps in teaching contexts.

Partners' Institution
Hellenic Open University
Author
Vicky Maratou

APPS/VIDEOGAMES

Image source: https://www.commonsense.org/education/
Product type
Educational App
Name of the videogame/app
Digital Passport
Name of the producer
Common Sense Media
Year
2012
How to find it
For free
Direct link if available
https://www.digitalpassport.org/
Main technical requirements
Windows
Other Web browser (Adobe Flash player enabled), Edmondo App
Native Virtual Reality Support
No
Single/Multiplayer
Single
Type
Educational, Simulation
Target Audience
6-11 years, 12-17 years
Augmented Reality
No
PEGI Clasification
N/A

Use in Educational contexts

Degree of required tutoring
Autonomous use by students
Subjects involved
ICT
Other
Digital Citizenship
Educational Potential
The Digital Passport Web Edition is available for free.
Suite of 5 games that address key issues facing kids in today's digital world. They learn how to stay safe and responsible while online or using mobile devices. More specifically:
1. In Twalkers, students learn why it's important to avoid multitasking with a cell phone as well as the benefits of focusing on one task at a time.
2. In Share Jumper, students evaluate examples of online messages. They decide what information is appropriate to share and when. They are also reminded that nothing is truly "private" or "erasable" online.
3. In E-volve, students make choices about what to do if they or their friends are cyberbullied. They are encouraged to "evolve" to someone who takes action to stop cyberbullying.
4. In Search Shark, students learn how to choose effective keywords for searching online. They practice selecting keywords that are most relevant to a search prompt. Along the way, students discover hints for narrowing their search results.
5. In Mix-n-Mash, students remix media content to create a new creative piece. They learn how to give proper credit to the artists whose images and sound clips they use.
In summary the topics addressed through the games are:
• Passwords
• Privacy
• Cyberbullying
• Search the Web
• Communication
• Creative credit
Each of the five games also includes videos, three levels of gameplay, collaborative offline activities, teacher wraparound materials and aligned Digital Citizenship lessons.
The games are aligned to both Common Core and the National Education for Technology Standards for Students (ISTE's NETS). A student must complete all three rounds of gameplay in all five games in order to earn a Digital Passport through the online platform.
Learning Object / Suggested activities with students
Each of the five Digital Passport modules (i.e. video, game, offline activities, etc.) is designed to take about 45 minutes. However it is recommended that teachers invite their students to first experience the module's interactive components -- the video and the game -- which takes about 15 minutes.
Moreover, if bandwidth is an issue, teachers may choose to show the videos to their class as a group, followed by a class discussion, and then have students play the games independently at home. Since it's a web-based app, students can use their username and password to log in to Digital Passport from any computer with Internet access. Encouraging students to play at home and share the games with their parents is a great way to introduce parents to the topics that Digital Passport addresses.
As a second step, teachers can use the offered offline activities after gameplay has been completed.

Skills and competences

Skills and competences acquired
The games teach critical skills related to digital safety, respect and community.
Teachers receive robust reporting of individuals and groups’ gameplay. The first round of gameplay is for practice only. Scores are compiled from the second and third rounds. Teachers can see a percentage score reporting each student's overall proficiency. Additionally, they can access an individual student's answers to all of the questions in any game.
To assess the received knowledge on digital citizenship, different tools can be utilised, e.g. students creating a quiz for their classmates about digital citizenship on Google Forms, making a brochure in Publisher, creating a Google Slides presentation, or making a comic strip about Cyberbullying.
Additionally, teachers can create a paper multiple choice print assessment that the students may choose to complete to add to their online score. The print assessment could include a number of scenarios with 2 choices for each and the students circle the responsible, safe choice.
Soft skills
Critical thinking, Self-confidence, Resilience

1 Comments


Partners' Institution
FH JOANNEUM
Author of the comments
Gudrun
Very interesting topic, very important. I think t would be good for kids and teens to deal with this sort of questions themselves and discuss them later in class.
I don't know the game yet, but I will try it with my daughter.
Gudrun (FH JOANNEUM)



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

The V4T - Videogames 4 Teachers project © 2018