Libraries in Networks: Creating, Participating, Co-operating The Challenger: Library’s Computer Game Encourages Children to Go Back to School Laima Lapiniene Utena A. and M. Miskiniai Public Library, Utena, Lithuania Librarians at A. and M. Miskiniai Public Library in Utena, Lithuania noticed that many children were coming to the library to play computer games even during school hours - and missing their lessons. Concerned about the children's future, the librarians tried prohibitions and penalties. These did not work so the librarians considered other options. They came up with an innovative idea that tapped into children’s love of computers. To realize the idea, the library had to break many boundaries. They had to establish partnerships with key stakeholders – most important, working closely with the school system. With funding support from EIFL Public Library Innovation Programme the librarians teamed up with teachers and computer specialists, and developed an innovative computer learning game, with purpose to involve problematic children into activities that motivates them to learn, to seek for appreciation in school and to attend classes. Utena is the centre of district located in the North - Eastern part of Lithuania. The town is educational and cultural centre of the district and the library plays important role in community’s life. 3 years ago the library moved to a new building and now it is one of the most modern libraries in Lithuania. Concept of new library was to destroy existing stereotypes and to build light, transparent and open library. The number of visitors is growing. They are attracted by comfortable atmosphere, modern technologies and free services. Different people come to the library, and children are the most active visitors among them. They are spending time in the new library mostly by playing computer games and browsing the internet. The number of children using computers is increasing rapidly. It is positive that children are interested in technologies, yet there are things that librarians are concerned about. Many children are involved into computer games too much. Because of that they often lose interest in reading and learning. Librarians notice that some children spend time playing with computers during their school time. Even just before opening the library children are already waiting, trying to get places by the computers, resist for time limitations, and lie when asked about going to lessons. The penalties and prohibitions are not effective – children come back to school just for a short time. With a purpose to understand the problem the situation in the community was evaluated. Data provided by educational institutions showed that among 6368 pupils learning in 17 schools 13 % have behavior disorders, 315 are from the social risk families, 862 have special needs because of mental or physical health problems. It became obvious that Integration of those children in schools is complicated, many of them feel discomfort there, and not everybody is successful in learning. Failures are usually a cause of school non-attendance. The reasons of school nonattendance are asocial parents who do not take care of their children, too difficult learning content, and behavior problems. It was obvious that combination of actions taken in schools and libraries was necessary to solve this problem. Taking it into consideration the project PLAY TO STUDY has been created. It was funded by EIFL Public Library Innovation Program. The task of the project was to strengthen the prevention of children‘s ineffectual studying by using technologies, cooperating with schools, changing attitude towards libraries importance for formal process of education. The project is addressed to help educators to raise children’s motivation for learning by involving them into attractive game and thanks to special methodology increasing their interest in learning content, learning process, encouraging active communication with teachers. As a result of the project the game was created and implemented in all Utena libraries, its methodology was employed in 13 schools. “The Challenger” was launched in the middle of November in the year 2010 and brought a great interest among children coming to Utena district libraries. The game is related to the school program of 5th, 6th and 7th grades. It combines tasks from mathematics, nature, history, Lithuanian and English languages. Game stimulates to achieve better results by collecting more and more points. Before starting the game children have to register. They have to indicate their name, school and grade. The game consists of 4 leagues and a tourney. The tasks are presented in attractive, intensive and inspirational form of subject mini-games. Duration of each mini game is 1 minute. Children collect points while playing. They can repeat the game again and again while improving skills and collecting more and more points. During every new play the part of the tasks changes, the other part repeats. It lets children to memorize better and to keep the interest at the same time. In order to get better results children have to find and learn the answers. Search of correct answers motivates the use of different information means – books, reference books, internet resources. Special elements encouraging children to go to school and communicate with teachers are integrated to the game. Children can use help buttons. Helps give them extra time to collect more points. Children can get 2 helps during the game, but if they want to get more and prolong the game, they have to contact their teachers and ask for support. Teachers through distance control system can add extra time if they find players worthy of boost. Points collected during the game are recognized by subject teachers. According to a special methodology the game points are converted into scores and added to official mark in school giving the chance for children to improve it. To realize this, playful method of communication between teachers and children has been created – children get stickers for the points they gain and stick them to special game’s day-books. Day-books are being showed to teachers as a proof of achieved results. Important part of the game is the content. Different types of tasks are used in the game – questions with one or several answers, find a pair, blocking tasks, map tasks, and insert missing letter/word tasks. In total game includes 1600 tasks prepared by subject teachers. Game content is dynamic. Special content editing system enables to renew it. It ensures that children are not bored and learn new things. Popularity of the project exceeded our expectations. The interest of children and teachers is huge. 1577 children are playing and 53 teachers are applying game’s methodology. Their outgiving demonstrates results and impact of the project best of all: “It’s interesting. I’m learning and playing at the same time. We try to compete among ourselves in the class and see who knows more. I succeeded to get better marks in the end of the term. I play more now to get even better marks.” (Deividas, 7th grade) How the game helps to teachers? It is interesting for everybody to see the innovation, the results it brings and the influence it has. That is a new experience and an opportunity to “save” problematic children from negative marks. „The game is a new and interesting form of students’ evaluation and encouragement“(Regina Bernotienė, Lithuanian language teacher). Librarians say that safe educational game is an alternative for fighting and other inappropriate content games into which children get involved too much. Children look for information in books and other publications more often in order to solve the tasks of the game. As well as that, children discuss a lot among themselves, help each others. “I think this project is successful because children got interested, they spend their free time meaningfully - not in the streets, but in the library. They have gained much knowledge which will help them in the future.” (Zita Kauneliene, librarian) PowerPoint Presentation
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