5 expedition posters

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City Expedition – explore your environment by gaming Finland Comprehensive (upper level) and Upper Secondary Schools in Helsinki Contact: riku.alkio@lentavaliitutaulu.What is SmartFeet ? SmartFeet is an online platform where teacher can create educational games. During the games students use their mobile devices to complete a challenging set of tasks the teacher has created. Mobile technology allows us to move the learning outside classroom while maintaining a connection between teachers and students. #Game-based Learning #Experiential Learning #Mobile Learning #Teamwork City Expedition – Move learning beyond the classroom teacher-student interaction & real-time feedback real world phenomena-based learning collaboration creative problem-solving transform everyday environment into a pedagogical playground Why? Games motivate and give you a certain freedom to play a role during the game. Browser-based application works on every educational stage, and every subject taught in schools. How? 1. Choose a playground 2. Upload a map 3. Create exercises 4. Start the game!

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City Expedition – explore your environment by gaming Finland Comprehensive (upper level) and Upper Secondary Schools in Helsinki Contact: [email protected]

What is SmartFeet? SmartFeet is an online platform where teacher can create educational games. During the games students use their mobile devices to complete a challenging set of tasks the teacher has created. Mobile technology allows us to move the learning outside classroom while maintaining a connection between teachers and students.

#Game-based Learning #Experiential Learning #Mobile Learning #Teamwork

City Expedition – Move learning beyond the classroom •  teacher-student interaction & real-time feedback •  real world phenomena-based learning •  collaboration •  creative problem-solving •  transform everyday environment into a

pedagogical playground

Why? Games motivate and give you a certain freedom to play a role during the game. Browser-based application works on every educational stage, and every subject taught in schools. How? 1.  Choose a playground 2.  Upload a map 3.  Create exercises 4.  Start the game!

Why? ●  It is important to learn how videos can be used as a

communicative tool ● Kids learn new ways to express themselves ● Kids develop their teamworking and skills while

working with short-term video projects ● Videos can be used in cross-curricular projects ● Cross-cultural learning and networking ●  It’s fun!

LED-talks Learning, Entertainment & Design Finland we.learn.it/groups/led-talks Contact: Pessi Raevaara [email protected] Janne Lumme [email protected] Kids study their environment and produce short educative videos in small groups. Videos are shared with other participants and then used for comparing, inspiring discussions and making further studies.

How? Teachers and students can follow our simple path and use some useful tools.

Especially useful for… ● Kids from 6 to 17 years ● Elder pupils can tutor younger

ones in co-operation between different year groups

Kids’ own statistics

Finland http://tilastro.fi Contact: [email protected]

Why? Because… •  it makes learning statistics fun •  you learn how to visualize data •  you can explore your own environment •  helps you to determine well-being indicators •  you learn how to analyze the data and the quality

of the research •  you get to work with other schools

In a nutshell: Learning statistics is fun! Kids decide what to measure, how to collect data, visualize data and share results with others.

How? Three steps: 1. Kids choose a subject of their interest 2. Kids collect data 3. Kids publish their findings

Especially useful for… •  Kids aged 6-16 •  learning math, environmental

studies, art •  conducting reasearches of the

school satisfaction and well-being of the kids

7th Grade Magazine Munkkiniemi Secondary School, Finnish-Russian School, The French Finnish School of Helsinki, Finland Contacts: [email protected], [email protected], [email protected], [email protected]

Why? Because… •  being a reporter is fun •  you learn to make good questions

and an interview •  you learn how to write an article •  you learn to interact with adults in a

new environment •  you get familiar with real working

life and different professions •  you get to know a local company

In a nutshell: Kids learn about different professions. They visit a company, learn about different jobs and how to do interviews. In the end they compile a blog magazine.

How? The steps: 1. Students visit a local company 2. After the visit they learn how to do an interview 3. Students visit the company again and interview people in different professions 4. Students write articles about their interviews and publish them online 5. Project evaluation and sharing results with others

Especially useful for… •  Kids aged 12 and more •  learning writing and

communication skills •  conducting online magazine for

students, parents, school and company needs

•  learning to use mobile devices for educational purposes

“Be a science journalist” Munkkiniemi Secondary School, The French-Finnish School of Helsinki [email protected], [email protected], [email protected], [email protected] What? Young science journalists work for the whole day making stories and shooting videos of their favorite topics at a science event and publish a report on their findings.

How? ➢  pupils choose a subject of their interest ➢  pupils collect information by interviews ➢  different tools are used like tablets, smartphones ➢  pupils write a report and publish it online on the same day

Why? •  to get acquainted with tools and technologies •  to improve communication skills •  to learn how to work independently on larger

topics •  to learn to collect information and focus on

essential issues •  to disseminate information by making a report •  learning by exploration is fun!!

Destination Puerto Rico Participants are from the following high schools in Finland: Järvenpään lukio, Kastellin lukio, Kaurialan lukio and Suomalaisen yhteiskoulun lukio.

Students make short movies with a hint of humor. Doing together is having fun together! Seeing the world and meeting professionals motivates the students.

EXPLORING the world

SCIENCE is on focus

Learning is FUN!

Students visit local research centers and facilities. They make scientific measurements in Aruba. Students write studies on their topics. Students visit Puerto Rico’s university and sights.

Students interested in natural sciences study together how spaceweather affects on us. Real expert help to planning, doing and guiding the expedition to Puerto Rico.

We Learn Design! we.learn.it/groups/we-learn-design contact: [email protected] [email protected]

● Driving real change requires ability to see what others don’t see, and coming up with unconventional solutions.

● Learn the right methodologies and tools

for driving real change. ● Develop your problem solving and team work skills

and make it a meaningful project.

Observe, learn, communicate - change requires new ways of thinking!

● Test group age 16-19 ● Portable to any kind of a

community or to a different age group

● Can be scaled from a few hours

workshop all the way to a wider and more profound workshop including sponsor based projects.

iGAME Schools –Kulturama Sundbyberg, Kärrdalsskolan, Sollentuna, NTGymnasiet, Järfälla, Kista gymnasium

What WE learned There is a natural difference between learning patterns for secondary school vs gymnasium students, but it is not as big as expected - both groups could complete the project successfully. There is less “resistance” to simulated 3D environments than expected - through informal interviews with students, familiarity with 3D through games is cited as the main factor explaining that teenagers find it familiar and exciting. Group work - students working in groups of 2-3 persons showed the best learning pattern.

The tools used Unity engine from Unity Technologies, one of the most powerful and game industry standard development environments

Conclusion •  the iGames projectis able to create

a sustainable framework for innovative ICT use in the classroom.

•  Creative ICT tools allow to broaden the scope of possibilities in a project-oriented instruction

•  The “technological maturity” level is extremely high among teenagers, facilitating the integration of advanced ICT tools in the classroom

•  The project is easily reproducible in school environments

•  The project is flexible enough to create an integration framework that can be used for any school subject

•  Project results are reusable - basically, students create teaching material that can be then used in order to add content (one more room?? One more floor?)

•  Project framework can be condensed (teacher supplying the pre-fabs and the students adding content)

•  The role of the teacher is central in making this project successful. Teacher training is critical in order to teach the students, feel comfortable with the “technology layer” and providing students with the necessary assistance in the classroom.

Schools – Raoul Wallenberg skolan (RWS Bromma), Kulturama Sundbyberg, Kärrdalsskolan, Sollentuna, NT-Gymnasiet, Järfälla, Kista gymnasium

What to explore? Expanding their knowledge about the museums’ objects and narratives. Freedom of choice on topic of their interest. Use provided ICT tools for more investigation on their topic of interest in addition to the existing resources at the physical location ( texts, audio guides, guide ) They will learn how to communicate their findings with other students.

•  Innovative use of Museum space, objects and tools.

•  Interactions for deep learning and social interaction for students using ICT

•  Explorative, hands on and deep learning activity using ICT.

Activities - Select the item or person in museum (ex Nobel prizewinner) you find most interesting/important. - Document facts about why it is important (he/she won the prize) - Search the web for additional information if you need. - Ask the museum guides for additional information if you miss something. - Report findings in a 1-3 minutes video narrative: - - - a) Who you selected? - - - b) Why? - - - c) The impact of this persons’ discovery/activity for the world? - - - d) The impact of this persons’ discovery/activity for you?

Transferability Potential follow-up activities: this LE can be used in any museum or science center in Europe. Output that may be used in other projects, with potential variations for adaptation in other contexts

A School Partnership Greece: Primary School of Neochorouda Web: [email protected] Contact: [email protected] Representative: Ms Katerina Diamadopoulou

Why? Because pupils ü  get educated about the values of : §  mutual help §  solidarity §  cooperation §  social responsibility ü  familiarise with the sense of self-management ü  socialise within the school life ü  get in the shoes of professional

In a nutshell: Children discover, act, become motivated and acquire knowledge through experiential learning.

How? With 8 projects 1)  School canteen 2)  Shop for pupils 3)  Our worksite 4)  Growing a vegetable garden 5)  Fully digital library 6)  Radio station 7)  Film Club 8)  Store for deprived families

Thematic areas

language mathematics

Social and political education

art

Career Counseling & Employment Greece: 6th Lyceum of Nea Ionia

Website: http://6lyk-n-ionias.att.sch.gr Blog: blogs.sch.gr/ikourkoula Representative: Mr Ilias Kourkoulakos E-press: http://schoolpress.sch.gr/6lykion/

WHY? •  Students need to have new knowledge about professions and unemployment. •  The problem of unemployment has a solution through entrepreneurship •  Students have the opportunity to explore their own characteristics. •  Students need to develop job searching and applying skills. •  It fosters communication between:

§  students and teachers. §  our school and the external

community.

Students have the opportunity to acquire new and invaluable knowledge and behavior, to design their future in a very difficult environment, as that of our present world.

• Interviews simulation and CV creation • Seminar about cinema and movie making, making a business plan • Visit to a School of Cinematography, a radio station and a company • Designing a company with the aid of social media • A school electronic newspaper (http://schoolpress.sch.gr/6lykion). • Blog writing • Radio broadcasting • TV programmes and videos productions • Theatre performances

HOW?

Principles of the project: •  enthusiasm and faith. •  courage and self- confidence. •  belief to themselves and to people. •  free thought. •  love about the job. •  love about the change because… human lives in the past, in the present and in the future the same time!!!

Design for change – France 100 teachers/2000 kids

The challenge asks children to do four very simple things:

Children and adults learn through the Design for Change Challenge that “I Can” are the two most powerful words a person can believe. Children who have discovered this are changing their world.

The example of Malika’s classroom (6 years old kids) : FEEL: The children realized that the elderly were feeling lonely IMAGINE: Teach the elderly how to use ipads and tweet with them DO: Go to the Home ot meet the elderly, learn to read with them and teach them how to fear less new technologies SHARE: Create a vidéo to share the story and inspire other kids

FEEL IMAGINE DO SHARE