collage

COLLAGE
Evi Chryssafidou
Research and Development
Department,
Ellinogermaniki Agogi
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COLLAGE
Collaborative Learning Platform
Using Game-like Enhancements
Ellinogermaniki Agogi
Espoo 03-07-2006
Classrooms and lectures take the
learners out of the context of their
everyday tasks and put them into
specialized learning contexts
SCIENCE LEARNING
INTERDISCIPLINARITY
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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.
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•The context
A visit to an
interesting place
Playing a game
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•The rules
•The game questions
•A fascinating narrative
COLLAGE:
The teams
The
Game
Board
Mobile
devices
The
Game
Cards
Introduce
learners in
playing and/or
constructing a
game over a
mobile
learning
platform
A visit to an archeological site
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The Game Board
A narration gets you to
follow the paths through
the map
At end of paths you find
game cards
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Answering
successfully
wins you
territories of
the map
TheThe
Game
Board
board
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A map includes several
territories
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
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The players move on the game
board
Territories
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Territories
and spots of
interest
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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?
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Territories, cards and questions
The narration
will get the
player to
follow the
paths
through the
map
territories
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Authoring cards environment
• Teachers and students create
game cards.
• Mobile phone platform
• PDA platform
• Infotags
• Three types for the Answer:
Create
– Text only
cards
– Text and photos (or video) only
– Multiple choice
Game
cards
Photo or video
text
multiple
choice
Answer
A
B
C
Question
Answer
Photo
or
video
Question
Answer
text
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The view from the mobile
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COLLAGE: The technology
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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
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Pedagogy-Technoloy- Innovation
• Pedagogical Innovation - Technological
Innovation
• Collaboration - Negotiation - Space
• Proactive learning - Engagement Metacognition
• Group Interaction - Distance - Intimacy
• Inclusion - Mobility
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