2010-09-30 ectel 2010 mbarajas ubarcelona game based learning augmented learning
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2010-09-30 ECTEL 2010 Mario Barajas Universitat de Barcelona From game-based learning to augmented reality learningTRANSCRIPT
From game-based learning to augmented reality learning:Pedagogical Underpinnings of two European Projects
Prof. Mario Barajas, Universitat de Barcelona, DOE
The Challenge
Technology
Pedagogy
Learning Scenarios
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TEL: Research and Implementation
Overview of SCeTGo. Key aspects
Overview of PROACTIVE. Key aspects
The challenges of TEL and pedagogy
Conclusions
Outline
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SCeTGo
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The project
SCeTGo = Science Center ToGo
Programme: Lifelong Learning, KA3 ICTOfficial Start: 01/01/2010Duration: 2 yearsConsortium: 10 partners from 7 countries
(Finland, Germany, Greece, Romania, Spain, Sweden, UK)
www.sctg.eu
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SCeTGo blended approach
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SCeTGo approach
Science
Center
•Playful exhibit
•Motivate learning
Augment
ed Realit
y
•Evince a phenomena
•Facilitate understanding
Real Scho
ol
•Incorporated in the curricula
•Adapted to the pupils level
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Science Centers
a Science Museum
emphasize a Hands-on Approach
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Augmented Reality
Allows showing the invisible Makes evident hidden phenomena Provides additional information
SCeTGo‘s Pedagogical Framework based on an inquiry-based and creative problem based
approach
Integrates augmented reality (AR technology) applications on miniature exhibits
for improving science education, enhance scientific literacy and their critical thinking skills
recognises the diversity of personal learning styles and behaviours in different contexts and applications
promoting young people’s interest in science
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The miniatures
The miniatures support until now 5 experiments:
- The double cone paradox- The double slits wave experiment- Airfoil miniwing experiment- The Doppler effect- The Bolzman experiment
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PROACTIVE
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The project
PROACTIVE
Programme: Lifelong Learning, KA3 ICTOfficial Start: 01/01/2010Duration: 2 yearsConsortium: 6 partners from 4 countries
(Italy, Romania, Spain, UK)
www.proactive-project.eu
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In natural situations learners combine simultaneously 5 metaphors for learning: Imitation, Participation, Acquisition, Exercising, and Discovery
Game-based learning (GBL) supports creativity and inquiry-based learning processes
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Assumptions and Solutions
PROACTIVE GOAL is to Foster
Teachers’ Creativity
Acquisition: transfer of knowledge, from teacher to learner
Imitation: modeling behaviours observing others
Exercising: repetition of action in order to learn
Participation: learning by participation with others
Discovery: by doing things by yourself, you discover… allows for incidental learning.
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Learning metaphors
Using video games in educational settings can enhance students’ motivation towards learning.
Video games can provide challenging experiences that promote the intrinsic satisfaction of the players and therefore keep them engaged and motivated
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Educational Games
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What creativity means for education?
Creative teachers encourage students to be creative
The educational systems encourages the no creativity paradigm (no errors, no try out, no different answers, etc.
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Teaching for creativity
Two game editors: EUTOPIA - a free of charge 3D
virtual environment allowing collaborative interaction of the learners; University of Napoli
<e-Adventure> - an Open Source framework for implementing 2D user-centred adaptable scenarios; UCM
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Tools
<E-ADVENTURE>
EUTOPIA
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PROACTIVE in action
• Is a socio-cultural approach to teachingwith games
•Allows teachers to use games in theirsituated contexts
•Uses the situated action as unity of analysisand takes in care the contexts, the subkects and the tools.
•Is the students favourite learning•Is a self directed learning practice•The sharing of the game allows students to
negotiate with teachers the whole learningprocess and to reshape the game itself
•Is a cultural artifact that can be shared withstudents and reshaped within their practices
•Is tailored on teachers’ needs, according toinstitutional constraints
•Lets PROACTIVE partners to fosteringteachers’ creativity
•Makes teachers becoming aware of differentlearning models
•Helps teachers acting as a mediator betweenstudents and institution expectations
•Will be delivered within a socio-cultural approach of teaching with games
The Game Design Process
The Game Created
The Game Based
TeachingProcess
The Game Based
LearningProcess
Challenges
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• Open• Varied
Pedagogy
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PROACTIVE challenge
PROACTIVE: Designing games promote creativity among teachers…and as a consequence, among students
The metaphors would help teachers to stimulate their reflective processes on how they teach.
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Do games promote creativity?
• IBL• Well defined aproach
Pedagogy
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SCeTGo challenge
The learning models sould help designers to make explicit their technological decisions, and facilitate teachers to put TEL innovations into practice.
A well defined pedagogical approach (IBL) embedded into rich (AR) experiments, could improve the educational outcomes (SCeTGo)
A creative teacher varies his/her teaching strategies: by designing educational games, this could be possible (PROACTIVE)
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Conclusions
Thank you!
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Contact:◦ Mario Barajas Frutos
http://www.futurelearning.org