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No One Left Behind

Periodic Reporting for period 2 - No One Left Behind (No One Left Behind)

Reporting period: 2016-04-01 to 2017-06-30

The No One Left Behind project is an innovation action that uses video games techniques to enhance the students’ abilities across all academic subjects, as well as their computational proficiency, creativity and social skills.
The main objective of the No One Left Behind project has been the development of Create@School ( an app based on Pocket Code that has been created for educational environments. With Create@School students and teachers can code games and create animation their way. The game design elements are easy to pick up and understandable. Anyone, from kids to adults will enjoy building and remixing games to create new ones.
Create@School uses the Catrobat programming language, which consists of visual blocks of code to allow easy programming for people with no or low programing skills. Create@School also provides templates that allow editing an existing game design, enabling personalisation of backgrounds, landscapes, characters, the creation of new challenging levels, as well as changing the difficulty of a game.
Create@School is currently offered as a free App toolkit that aims to inspire pupils to code and make digital games in a very easy way, and without any scripting or programming. Create@School and its developed games or programs run on Android. The App can be downloaded for free from the Google Play store.
The work performed during the second period focused on the achievement of the main project objectives:
1. Scaling Pocket Code from a technological research-based initiative to the education market
Create@School, which is the inclusive and ludic enhanced New Generation of Pocket Code, has been developed during the second period of the project. This app has been customized for educational environments and embeds the concepts of game mechanics and dynamics from leisure oriented video-games through ready-to-use (pre-coded) game templates. The game templates include adventure, action or puzzle games as well as rewards or victory points approaches.
2. Transference of gaming technologies to New Generation of Pocket Code
Transference of game mechanics and dynamics were technically deployed. Methodologies and materials used in commercial games were integrated into the classroom (Game-making Teaching Framework). Pedagogic elements have been developed and integrated with gaming methodologies (mechanics, dynamics and aesthetics) and the teaching/learning practices have been adapted within a multi-disciplinary environment.
3. Matching game mechanics and dynamics transference to the academic and didactic curricula/syllabus objectives
The teaching and game-making framework was fully developed; which provides the steps to show this transference from game makers` perspective and from teachers’ perspective. An Interactive Teachers’ Guide is available, providing: templates, cards, step-by-step tutorials and other resources for getting started with Create@School available at the Catrobat Education platform.
4. Stimulating inclusion in classrooms
Multi-modal interaction and inclusive technology (GPII) has been integrated in Create@School app. In addition, the OpenAPE infrastructure was developed based on the specifications defined in ISO/IEC 24752-8, which makes Create@School more useable for various user groups, e.g. users are able to change the font face and font size within the app or display additional icons. During the 2nd cycle, background material and information about female teenagers has been gathered, both from the literature as well as through interviews with teenage girls in Austria to adopt Create@School to their needs.
5. Set up European multi-site small scale experimental pilots across European Borders to be performed in primary and secondary levels
The project has successfully implemented 3 experimental pilots in eight schools in Austria, Spain and UK. The pilots involved 35 teachers and more than 780 students from 10 - 18 years old, across up to 27 subjects, targeting different perspectives of students at risk of exclusion.
During the 2nd piloting cycle Create@School has been used as part of the academic curriculum. Pedagogical contents (subjects and courses) have been transferred using Pocket Code and Create@School by students in class. Several games and applications were developed to provide contents for training sessions and tutorials to the students.
6. Evaluate potential monetization paths for the New Generation of Pocket Code
The Business Plan provides the go-to-market strategy for Create@School in two phases: validation of Create@School at the pilot sites (in UK, Spain and Austria), which is the first fully deployed experiences; and market roll-out of Create@School as a free open source app after the project end.
To generate revenues and ensure long term sustainability we have defined a business model based on philanthropic fundraising that is supported by a financial viability analysis. The idea behind this business model is to move towards using open source software as a platform on which clients and users can build software as a service (SaaS) offerings.
The development of Create@School App as the New Generation of Pocket Code customized for educational environments and with inclusive features to support people with special needs (by integrating the GPII framework), represent an important progress beyond the current state of the art. Major impacts of Create@School and project outputs:

- Create@School is an asset with potential to scale up to the educational market.
This app is a game making programme adjusted to the education environment. It is built upon the former generation of Pocket Code, which enjoys more than 500,000 installations globe wide. Within the NOLB project, 13 gaming templates were created, tested by hundreds of students, won 4 premiums in Europe and the US, and installed over 1000 times across the world over a short period since its launch.

- Small scale experiments in pilot schools in UK, Spain and Austria provide valuable data in user experiences and in measuring impacts.
More than 780 students have been taught how to use Create@School, among which there are girls and students with profound and multiple learning difficulties (PMLD). Five vivid success stories were recorded, showing how the Create@School app helps students learn and solve problems and how it incites students to engage in class.

- Create@School serves as a useful tool to face risk of exclusion in class.
The design concept of Create@School app has taken accessibility and inclusion into account from the very beginning with the objective to tackle social exclusion in class, especially students with cognitive difficulties. So, the framework of Create@School is compliant with GPII.

- Available in multiple languages will help extend its impact outside of Europe.
Create@School is available in more than 30 languages, with more on-going languages translation led by volunteers. One of the most developed translation is Russian. Create@School is by birth both in English and Spanish, which will facilitate its access to penetrate into the Latin American market.