6 presentation of sgscc piloting and testing findings in belgium, bulgaria, turkey, serbia, uk,...
TRANSCRIPT
Piloting in 7 Countries
• SGSCC deliered following outcomes
– Training Curriculum, Handbook and supporting
Exercices for Trainers
– Mobile game for trainees
– Desktop game for trainees
• Piloted in 7 countries (January – June 2015)
– Austria, Belgium, Bulgaria, Lithuania, Serbia,
Turkey, UK
– Target groups: moderate to severe learning
difficulties.
Evaluation Approach
BEFORE THE START OF THE TRAINING PACKAGE
DURING THE TRAINING - AFTER EACH SESSION
AFTER THE END OF THE TRAINING PACKAGE
Trainees:
self-assessment of social competence and
background questionnaire
Trainers:
evaluation the social competence of each
participant
Evaluation of training
workshop / exercises
Usability of games
Questionnaire For Self-assessment Of Social
Competence
Questionnaire For Evaluation Of Social Competence For
Each Participant
Questionnaire For Evaluation Of Handbook/Training
Materials
Case Study Report
Participants were recruited from various organizations
Trainees from Institutes, special education schools, end user
organizations, secondary schools ( 300)
• E.g. II School of Economics Belgrade, DrvoArt Belgrade,
School of Chemistry and Technology Subotica, School for
Beauty Care…
• Sheltered homes, VET secondary schools
Trainers from special school education ( 60)
• E.g. in BG from Smolyan, Plovdiv, Syedinenie, Sliven.
Preliminary experience with games
• The majority of the participants who piloted the
games have a desktop computer or laptop 79% -
91%; which is not the case with a smart mobile
phone or tablet 47% - 80%
• The majority of those questioned have had some
experience in playing games 74% - 88%.
Description of the training
• Training has been adapted according to the needs
of the participants
– Bulgaria – weekly sessions from January to June 2015
– Serbia – two-weekly sessions from January to June 2015
– Austria – 8 dedicated sessions
– Belgium – 14 (two-weekly) sessions
– UK – dedicated sessions in June 2015
– Turkey – weekly session from January 2015
– Lithuania – monthly sessions from January 2015
Evaluation of social competences before and after the training
Training without game
sessions
Training with game
sessions
Self-assessment of social competences before and
after the training – Initial Findings
Participants have observed a change after the
training:
• 62,1% - feel more able to initiate conversation
• 53% - more able to calm down when they are angry
or upset
• 71,9% - more able to express feelings when they are
wronged
Evaluation of the HandbookEv
• Generally positively evaluated (between 3.8 and
4.27 on a scale of 5)
• Assessed as clear and comprehensible, engaging
and useful for the development of social
competences and creativity
• Trainers state that more varied difficulty level of
exercises would be useful – currently there are
three levels
Initial Feedback from the Workshops
• Trainers reported that the participants have been
immensely interested throughout workshops; the
exercises were generally assessed as useful and
moderately hard
• Reported high involvement of the participants as
well as good retention of the material
• The majority of the participants liked the exercises
and reported that they had learned something
useful
Evaluation of the workshops
• „Students have actively participated and tried to
apply self-control techniques that they had learned.
Several students had already known that they
should count to ten and breathe when they are
upset, however majority of them had not used them.
After the exercise they said that they learned how to
alleviate negative emotions.“
Initial Feedback – Desktop Games
+
• High engagement by participants
• Games were engaging and immersive
• Considerable liking of the realistic situations display
• “I’m really playing a real computer game”
-
• Requires considerable ICT and cognitive skills
• Some participants have found the game hard and
playing the game tiring
• Mainly of interest of trainees with moderate learning
difficulties
Initial Feedback – Mobile Games
+
• High engagement by participants
• Three games were liked as there was a very close linkage
with the training exercises
• Even trainees with severe learning difficulties were able to
complete most games/levels
• “The game allows me correct my mistakes”
-
• Requires smart phone (tablet) and for some functionalities
internet connection
• The “point of view game” is for some trainees too abstract
to grasp the meaning
Next Steps
• Finalizing the collection of data
• Optimizing the training material, exercises,
games to reflect the feedback received
• Release the final version of the training
material and games by the end of June 2015
– downloadable from the project web site and
Google Play