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

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

Transcript of Espoo 03-07-2006 COLLAGE Evi Chryssafidou Research and Development Department, Ellinogermaniki...

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

Espoo 03-07-2006

COLLAGE

Evi Chryssafidou

Research and Development Department,

Ellinogermaniki Agogi

Page 2: Espoo 03-07-2006 COLLAGE Evi Chryssafidou Research and Development Department, Ellinogermaniki Agogi.

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COLLAGE

Collaborative Learning Platform Using Game-like Enhancements

Ellinogermaniki Agogi

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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 rules

•The game questions

•A fascinating narrative

•The contextA visit to an interesting place

Playing a game

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The Game Board

The Game Cards

The teamsMobile devices

COLLAGE:

Introduce learners in

playing and/or constructing a

game over a mobile

learning platform

A visit to an archeological site as a board game

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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

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The boardThe Game Board

A map includes several territories

Page 9: Espoo 03-07-2006 COLLAGE Evi Chryssafidou Research and Development Department, Ellinogermaniki Agogi.

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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

Page 10: Espoo 03-07-2006 COLLAGE Evi Chryssafidou Research and Development Department, Ellinogermaniki Agogi.

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The players move on the game board

TerritoriesTerritories

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Territories and spots of interest

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:

– Text only– Text and photos (or video) only– Multiple choice

Answer

ABC

Photo or video

text

multiple choice

Photo or video

Question

Answer

Question

Answer

text

Game cards

Create cards

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The view from the mobile

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COLLAGE: The technology

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Direct target group:• Secondary school students (12- 16 years old)• Secondary school teachers

Indirect target groups: • Parents• education policy makers• technology developers• general public

User groups

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Pedagogy-Technoloy- Innovation• Pedagogical Innovation - Technological

Innovation

• Collaboration - Negotiation - Space

• Proactive learning - Engagement -Metacognition

• Group Interaction - Distance - Intimacy

• Inclusion - Mobility