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About QFK QFK Games QFK for everybody QFK and GBL Game Based Learning eMAPPS project

eMAPPS project

QFK platform and game concept were piloted within the eMapps.com project, co-financed by the EU’s Sixth Research Framework Programme (028051).

Within the project, partners have developed and validated adaptable interactive tools which enable special games prepared for schoolchildren to be played on an innovative mobile platform, running on multiple devices and networks.

The project consortium consist of 13 partners coordinated by Cross Czech a.s (Czech Republic). Other partners are:

  • Ciberespacio (E)
  • MDR Partners (UK)
  • CERLIM - The Centre for Research in Library and Information Management, Manchester Metropolitan University (UK)
  • EUN - The European Schoolnet Partnership
  • CELN - Czech Efficient Learning Node (CZ)
  • Tiger Leap Foundation - TLF (EE)
  • Berzsenyi Daniel College (HU)
  • Stende’s social care and development association “Mezazile” (LV)
  • Institute of Mobile Technologies for Education and Culture - IMOTEC (LT)
  • The International Center for Information Management System, Services - ICIMSS (PL)
  • University of Ljubljana, Faculty of Electrical Engineering (SI)
  • Elfa s.r.o (SK)

A combination of mobile games and content creation are the main technology drivers for eMapps.com. In the eMapps.com approach, ‘learning’ is not only used in the sense of the formal curriculum, but encompasses everyone accessing information, cultural resources or entertainment in order to develop as individuals as part of a process of seamless blended traditional and eLearning. This approach supports the real needs of teachers and their students through its emphasis on how the school curriculum can use modern pedagogical approaches to address 20th century history, geography and other subjects, and thus contribute to progress towards European integration in the continental NMS countries.

The aim was to reflect key aspects of the curriculum in a creative and challenging environment. Children were enabled to learn more about their peers in other countries. e.g. through twinning arrangements, capitalising on the growing experience of young people in creating social networks by using mobile technologies and their existing enjoyment of games.

More info: www.emapps.com

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