COLLAGE Evi Chryssafidou Research and Development Department, Ellinogermaniki Agogi Espoo 03-07-2006 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 Espoo 03-07-2006 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 •The context A visit to an interesting place Playing a game Espoo 03-07-2006 •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 Espoo 03-07-2006 as a board game The Game Board A narration gets you to follow the paths through the map At end of paths you find game cards Espoo 03-07-2006 Answering successfully wins you territories of the map TheThe Game Board board Espoo 03-07-2006 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 Espoo 03-07-2006 The players move on the game board Territories Espoo 03-07-2006 Territories and spots of interest Espoo 03-07-2006 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 Territories, cards and questions The narration will get the player to follow the paths through the map territories Espoo 03-07-2006 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 Espoo 03-07-2006 The view from the mobile Espoo 03-07-2006 COLLAGE: The technology Espoo 03-07-2006 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 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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