Computer game helps reluctant children reconnect with their schools

Utena ‘A. & M. Miskiniai’ Public Library, Lithuania

 

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Children in 'A. & M. Miskiniai' Public Library playing the library’s educational computer game, Issukis. Photo credit Gintare Zakarauskaite.
Every afternoon, children race to 'A. & M. Miskiniai' Public Library to play the library’s educational computer game, Issukis. Photo credit Gintare Zakarauskaite

Community need

Concerned about the numbers of children who were not attending school, especially those who preferred to come to the library during school hours to play computer games, librarians knew something had to be done. Working with partners including the education agency, Education Development Centre, school teachers and headmasters, and software development experts, they came up with a solution that has achieved remarkable success.

The innovative project

With a grant from the EIFL Public Library Innovation Programme (EIFL-PLIP) in 2010, and in consultation with their partners, the library developed the educational game, Iššūkis (‘Challenge’). The game is animated, and engages children in tasks related to subjects in the school curriculum. At key points, to move forward, players must contact their teachers. Teachers support their pupils, rewarding them with stickers as they progress to higher levels of the game, and adding points won in the game to their school results.

eIFL-PLIP project timeline 

May 2010 to April 2011.

Achievements and impact
LEARNING TO PLAY: Neelie Kroes, Vice President of the European Union Commission responsible for the Digital Agenda, learns about Utena A.&M. Miskiniai Public Library's innovative educational computer game at ICT 2013 - Europe’s biggest technology conference - in Vilnius, Lithuania.

The game quickly became extremely popular.

Within a few months, it was being offered in 25 town and village libraries, reaching 13 schools and 1,700 children. Teachers reported that at some schools, over 80% of children had registered to play. Teachers also said that pupils’ test results were improving.

Librarians reported that fewer children were coming to the library during school hours, and that in the library, children were better behaved.

Follow the project's progress

 

Additional resources

Read a two-page case study about the project.

MORE libraries supporting education

Read about more innovative public library services supporting education of children and adults. PLIP-EDUCATION

We try to compete among ourselves and see who knows more. I succeeded in getting better marks at the end of term. When I told my classmates about the game, everybody got interested. Now we go together with friends to play in the library. We also go to consult with teachers.
Deividas, a 7th grade student