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e-Shake It!

e-Shake It!. Erkki Sutinen University of Joensuu, Finland ED-MEDIA June 29, 2005. E-SHAKE?. Education in most societies is an organized activity which avoids risk taking at the cost of involvement and excitement.

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e-Shake It!

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  1. e-Shake It! Erkki SutinenUniversity of Joensuu, FinlandED-MEDIA June 29, 2005

  2. E-SHAKE? Education in most societies is an organized activity which avoids risk taking at the cost of involvement and excitement. At the same time, real life in these very same societies is far from predictable; far from efficiency, reuse, and reliability – the virtues of our learning environments. So, should we shake our educational practices and try to at least simulate an open society which is led by hidden interests of its different members?

  3. CONCRETE NEEDS FOR E-SHAKING Where is my last teacher? -syndrome – a special learner needs to take an (inter-)active role in his or her future, integrated community. Where is my next teacher? -syndrome – at its phase of one’s learning path, a talented learner should see around for his/her role in a broader context. Where are my students? -syndrome – the learning process should be meaningful to compete with attractions to drop out, physically or mentally

  4. STARTING POINT: KIDS’ CLUB Kids’ Club Video (2002)

  5. KIDS’ CLUB AS AN INNOVATION CHAMBER Kids’ Club aims at arousing children’s interest in ICT and helping children to become active doers in an society based on information technology

  6. KIDS’ CLUB INNOVATION CHAMBER Children have an opportunity to study skills of their interests in a playful, non-school like environment, where is room for innovative ideas and alternative approaches.

  7. KIDS’ CLUB INNOVATION CHAMBER Technology projects do not always need toreach asuccess, also mistakes can be done and everyone can later learn from them.

  8. KIDS’ CLUB PIAZZA Researchers Companies Kids’ Club members Parents and beyond Tutors Teachers University students Peer students

  9. Case1: ROBOTS AND PROGRAMMING The technical environment includes tools for: Planning and mind storming (MindManager..) Concretization (Lego, ELEKIT..) Programming (IPPE, Lego RIS, NQC, VB..) Evaluating learning and process (Virre, digital cameras..)

  10. Case2: MODELLING Solving open-ended scientific problems by playing based on: creative problem solving, group processes, learning by doing, reflecting and design Modelling of mine, devices of supermarket, intelligent home..

  11. Case3: PROJECTS WITH COMPANIES Kids’ Club created a model for collaboration between young people and companies in the Intelligent Door and Learning Door Projects in years 2003 - 2005. Collaboration with experts from the company ASSA Abloy Oy The aims of the project were to plan and implement an intelligent and learning door systems and learn from each others.

  12. Case4: REFLECTING VIRRE, inside of Bruno Teddy Bear, is used for reflecting the learning process and gathering research data at Kids’ Club meetings. Computer application, VIRRE, was moved into the teddy bear as a result of children’s feedback. VIRRE consist of computer application, microphone, speakers and web camera.

  13. KIDS’ CLUB AT SCHOOLS The Kids’ Club concept is used as a part of schools’ technology education School students work as in Kids’ Club and implement various technology projects as a part of their school lessons in collaboration with research group. Concept takes place also in Teacher education in Developing Project for Technology Education (European Social Fund 2003-2005). Project is based on research and developing of applications of technology education and educating teachers to use technology in teaching and learning.

  14. TANZANIA: KIDS’ CLUB ON/OFF THE ROAD based on the idea of ethnocomputing: creating meaningful, diverse entry points to ICT (see www.ethnocomputing.org) from ICT training to teacher students towards creating new technologies for orphans due to HIV/AIDS

  15. OUTCOMES #1 Promising platform for developing educational technologies by getting immediate and constructive ideas and feedback from children #2 Promising platform for developing methods for teaching and learning and integrating them to schools’ curricula #3Kids’ Club model and various technology tools offer an attractive and motivating environment for learning of technology and social skills #4Applicability e.g. special education, talented children, children and grandparents, seniors, edutainment and business training #5Creates various possibilities in local and international context

  16. TOWARDS KIDS’ CLUB HUBS Joensuu, Finland Netherlands New Zealand South Africa Technology and science education SciFest New technologies and communication Integration

  17. CONTACT INFORMATION Professor Erkki Sutinen erkki.sutinen@cs.joensuu.fi Project Manager Marjo Virnes marjo.virnes@cs.joensuu.fi University of Joensuu Department of Computer Science P.O.Box 111 80101 Joensuu Finland Web: http://cs.joensuu.fi/kidsclub/

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