2nd TEST OF E-MaGIC “CLASH OF WIZARDRY” GAME in I.IS. Da VINCI-NITTI, POTENZA-ITALY

2nd TEST OF CLASH OF WIZARDRY GAME

In the first days of May,  the second  experimentation of the game “Clash of Wizardry” to improve the learning of mathematics, inherent to the Erasmus + E-MaGIC project, was performed at IIS “Da Vinci-Nitti” in Potenza.   This time participated 140 students of the Italian school, of whom 50 were girls and 90 were boys with an average age between 14 and 15 for a group of 43 students, another group of 73 students aged 16-17  and finally 24 students aged 18-20.

The students experimented the game in class divided into small groups by testing the various game modes such as training, challenging each other in duels or in team game organized in rooms. They were guided and monitored by the project lecturers who had the task of explaining to the students the innovations made to the game, for the correct use of the same, and also the way to download it to your smartphone.

The new version of the game, in fact, was much richer than the previous one, not only because it presented the possibility of experimenting with the various game modes and immediately checking the score obtained, but also for the use of spells passed from 4 initially to 8 (equivalent to more difficult math levels) with increasingly powerful effects. The graphics and other technical aspects of the game have also been improved, without neglecting the fact that Clash of Wizardry has already been registered on Google APP and is therefore available for download, but  it is better to wait  the final version of the game maybe in July.

From this test  emerged that the students, who had already tested the first version of the game, were satisfied with the improvements made, while the other students were immediately pleasantly involved. The main results of the survey carried out can be summarized as follows:

for 70% of the boys the game was easy to play, the same is true for the different technical aspects of the game such as sound, graphics, game modes and customization of the avatar;

70% liked the new version of the game and more than 50% would like to download it to their device to use it.

Finally 80% of students consider the level of the game and the duration of the match to be appropriate, while 68% would recommend it to a friend.

To assess the actual validity of the game in learning mathematics, however, it is necessary to wait for the opinion of mathematics teachers who have to experiment it during their teaching activity, to verify whether there is a real feedback in students who have learning difficulties, compared to traditional teaching.

Immediately after the trial, the E-MaGIC project lecturers left for the 4th Transnational meeting held in Funchal, on the island of Madeira (Portugal), to discuss the results obtained from the experiments carried out in the countries of the various partners involved in the project and to define the guidelines of the Handbook for teachers, as well as the Training course for teachers that must be followed before using the game. On that occasion the IIS da Vinci-Nitti presented its proposal of the training course receiving favourable opinions  from the partners.

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ETN DISSEMINATION
E-MaGIC

The aim of the project is to find an informal and fun way of learning, creating a fantasy game, to improve the school results and the mathematical skills in learning this discipline, in line with the expected results of the Institutional Educational System of each country involved.   The final result will be an immersive smartphone gaming app, to be used in schools alongside the teaching of mathematics, in order to practice what is learned at school, but in a more pleasant and engaging way, overcoming learning difficulties.
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