QFK shows how game technologies can be used to develop new types of imaginative learning
games, exploiting the mobile and Internet environment. QFK encourages activity outside the traditional classroom.
Teachers and cultural workers participate in defining the learning objectives, type of game (e.g. competitive,
collaborative, role play, simulation), content, assessment, feedback and levels of difficulty. Parents can be involved in contributing ‘stories’ and content relevant to their localities.
Teachers receive support in the early stages of implementing and testing the games,
following initial training. The approach taken to games development was scenario- based and iterative, building on experience from each experimental ‘release’ in real world test environments. Content created by children and teachers was positioned, where possible on a multilayered map, then enriched with new content which enabled subsequent development of the game itself.
QFK supports the development of a number of game types drawn from popular genres such as: adventure; simulation; race games; maze games; edutainment activities; creative model building; and shooting/arcade games. The concept involves adding or retrieving information reflecting the cultural diversity - the traditions, stories, music, monuments and languages - of the participating countries and regions through time-specific mapbased screen displays.