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COLLAGE

COLLAGE. Evi Chry s saf i do u Research and Development Department, Ellinogermaniki Agogi. COLLAGE. Collaborative Learning Platform Using Game-like Enhancements. Ellinogermaniki Agogi.

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COLLAGE

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  1. COLLAGE Evi Chryssafidou Research and Development Department, Ellinogermaniki Agogi Espoo 03-07-2006

  2. COLLAGE Collaborative Learning Platform Using Game-like Enhancements Ellinogermaniki Agogi Espoo 03-07-2006

  3. Classrooms and lectures take the learners out of the context of their everyday tasks and put them into specialized learning contexts SCIENCE LEARNING INTERDISCIPLINARITY Espoo 03-07-2006

  4. the COLLAGE project: Rationale Any experience may be considered as a learning opportunity but often the support and resources to make it so are lacking. Espoo 03-07-2006

  5. The context • A visit to an interesting place • Playing a game The rules The game questions A fascinating narrative Espoo 03-07-2006

  6. COLLAGE: Introduce learners in playing and/or constructing a game over a mobile learning platform Mobile devices The teams The Game Board The Game Cards A visit to an archeological site as a board game Espoo 03-07-2006

  7. The Game Board Answering successfully wins you territories of the map A narration gets you to follow the paths through the map At end of paths you find game cards Espoo 03-07-2006

  8. The Game Board The board A map includes several territories Espoo 03-07-2006

  9. Object of the game • The players move on the game board paths and answer questions, corresponding to game cards • The game board, e.g. the map of Knossos is organised in ‘territories’. • Teachers and students contribute to the construction of a game • Students may collaborate remotely • Teachers collaborate with students • Students may create their own game Espoo 03-07-2006

  10. The players move on the game board Territories Espoo 03-07-2006

  11. Territories and spots of interest Espoo 03-07-2006

  12. A game card • <observation, knowledge> • The Grand Staircase is remarkably well preserved with four flights of steps and evidence for a fifth at the top • How many columns used to exist in the grand staircase? • Which of the following picture is the Grand Staircase? Espoo 03-07-2006

  13. Territories, cards and questions The narration will get the player to follow the paths through the map territories Espoo 03-07-2006

  14. Game cards Photo or video text Answer multiple choice Photo or video Create cards Question Answer text A B C Question Answer Authoring cards environment • Teachers and students create game cards. • Mobile phone platform • PDA platform • Infotags • Three types for the Answer: • Text only • Text and photos (or video) only • Multiple choice Espoo 03-07-2006

  15. The view from the mobile Espoo 03-07-2006

  16. COLLAGE: The technology Espoo 03-07-2006

  17. User groups Direct target group: • Secondary school students (12- 16 years old) • Secondary school teachers Indirect target groups: • Parents • education policy makers • technology developers • general public Espoo 03-07-2006

  18. Pedagogy-Technoloy- Innovation • Pedagogical Innovation - Technological Innovation • Collaboration - Negotiation - Space • Proactive learning - Engagement -Metacognition • Group Interaction - Distance - Intimacy • Inclusion - Mobility Espoo 03-07-2006

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