POSITIVE THE FIRST EXPERIMENTATION OF A SMARTPHONE GAMING APP
“CLASH OF WIZARDRY” in IIS “L.daVINCI-F.S.NITTI” SCHOOL, in POTENZA-ITALY
A pilot study on learning difficulties in mathematics, related to the Erasmus + E-MaGIC project, was carried out at I.I.S. “L. da Vinci-FSNitti” of Potenza, at the end of December, to test the first version of the game “Clash of Wizardry” for the learning of mathematics, on a sample of 62 students and 8 teachers, at the same time Portugal and Greece.
Last May 2018 the E-MaGIC project was presented to most of the high schools of the province of Potenza and to the managers of the provincial and regional schools of Basilicata, as well as to some local political authorities, on the occasion of the second international meeting of the project , held at the IIS Nitti di Potenza. We recall that it is a strategic partnership on cooperation for innovation and the exchange of good practices in the field of education, coordinated by the Technological Innovation Office of the Regional Directorate of Education of Madeira, Portugal, and sees as participating nations beyond to Italy with the “L.da Vinci-FSNitti di Potenza Institute, also Germany as a technical partner (Cologne) and Greece with a Special Higher Education school for disadvantaged students (Athens).
The experimentation was carried out on a target group of students between the ages of 14 and 18/20, (50% of whom are 14-15), including 27 girls and 35 boys. The first test phase was implemented through direct observation in the Nitti computer labs with a duration of 45 minutes, at a time, in order to realize a first approach with the E-MaGIC project through the use of the game “Clash of Wizardry “which is the smarthphone game app created by the German partner, Ingenious Knowledge, specializing in innovative technological solutions in the field of education that has been cooperating for a long time with various schools and universities of various European countries.
The students, using the mobile phones under the control of the project team, freely exploited the game, so that this use could be carried out in a diversified and independent way by the various participants.
Experimentation has shown that even if there are different aspects of the game that need to be improved and that will already be corrected in the second version of the game that is expected to be tested in the second phase of experimentation, by the end of February, in general, the game “Clash of Wizardry” was successfully introduced and accepted with great motivation by the students, enthusiastic about using the smartphone, as a new learning resource for learning.
However, the most surprising thing is that the feedback from disadvantaged students has been particularly positive and one of them, who has increased his self-esteem, has already begun to improve his relationship with both the school and his classmates.
Regarding the evaluation by teachers, most of them have found that the game is easy to play and recognizes the importance of serious games that could play a fundamental role in education in the near future and also be suitable as an instrument of mathematics training both in the classroom and at home. But while recognizing that play is more attractive than traditional teaching activities, they still generally lean towards the latter. Probably because they are still not very likely to use this type of technological device as a teaching tool.