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Reflection and exchange process

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EA (GR), VBC (DK),BGS (AT), Forthnet (GR), MIKSIKE (EE) Teacher training seminars ... Evaluation will be pedagogically informed ... – PowerPoint PPT presentation

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Title: Reflection and exchange process


1
Reflection and exchange process
  • Scenario-based method

2
  • Through the organisation of a dedicated workshop
    at the early stages of the project, a reflection
    and exchange process will be initiated among
    project partners working on pedagogical design
    and invited experts, who will continue to
    communicate electronically towards carrying out
    an analysis and study of the pedagogical
    specifications for the COLLAGE service, including
    a series of specific mobile learning scenarios
    and the corresponding lesson plans.

3
  • Participants will continue to communicate
    electronically after the workshop towards
    carrying out an analysis and study of the
    pedagogical specifications for the COLLAGE
    application, including a series of specific
    mobile learning scenarios and the corresponding
    lesson plans. The learning activities will be
    designed on the basis of a learning-game
    approach, which is extremely motivating for
    secondary school students learning

4
Reflection and exchange process
  • Discuss learning scenarios (round tables)
  • Pedagogical and technological considerations
  • Plan for implementation
  • Plan for evaluation
  • Existing applications, state-of-the art
  • Pedagogical considerations (morning workshop)
  • Technological considerations (afternoon workshop)
  • Impact of state-of-the art on COLLAGE project
  • Technological impact
  • Pedagogical impact
  • and after the meeting what? How?

5
Round tables
  • Partners are arranged in four groups according to
    their collaboration in the project
  • they will discuss and plan the common issues of
    their work
  • The outcome of the group discussion will be
    presented in the panel that follows

6
Round tables the aim
  • Share common understanding of the COLLAGE
    objectives and goals
  • Work with learning scenarios in order to
    understand how each partners work fits into the
    overall picture
  • Get to know each others competences and
    background

7
Round tables (1130 -1215)
  • Room 1
  • Pedagogical framework
  • WP1 Development of the COLLAGE pedagogical
    framework
  • BfBWK (AT), UoB (ES), Nesta (UK), Växjö (SE)
  • Reflection and exchange process
  • Teachers?
  • Mobile learning scenarios / lesson plans/
    learning-game approach
  • Analysis and study of the pedagogical
    specifications

8
Round tables (1130 -1215)
  • Room 2
  • Implementation in school environment
  • WP3 Implementation and test of the COLLAGE
    pedagogical framework
  • EA (GR), VBC (DK),BGS (AT), Forthnet (GR),
    MIKSIKE (EE)
  • Teacher training seminars
  • Real school settings
  • Students to use mobile technology in everyday
    school activities
  • Re-design based on feedback

9
Round tables (1215 -1300)
  • Room 1
  • Technological framework
  • WP2 Adaptation and integration of the COLLAGE
    technologies
  • Forthnet (GR), MIKSIKE (EE)Nesta (UK), Växjö (SE)
  • Reflection and exchange process
  • Teachers?
  • Analysis and study of the technological
    specifications
  • Integration - delivery of technology

10
Round tables (1215 -1300)
  • Room 2
  • Evaluation Validation
  • WP4 Pedagogical evaluation of the COLLAGE service
  • BfBWK (AT), UoB (ES),EA (GR), VBC (DK),BGS (AT)
  • Effectiveness and efficiency of learning
    technology (measures?)
  • Evaluation will be pedagogically informed
  • Evaluation design/Questionnaires, interviews,
    field visits/Analysis
  • WP5 Validation of the COLLAGE case studies
  • BfBWK (AT), UoB (ES),EA (GR), VBC (DK),BGS (AT)
  • Study of case studies
  • Best practices of mobile learning
  • Presentation to large audiences

11
Learning scenarios
  • History Learning (monument visit)
  • Museum visit
  • Career Guide
  • Emergency crisis management
  • A news portal

12
Learning everywhere
  • History Education a visit to Acropolis
  • students get information (drawings, historical
    events, etc) about the monument
  • the history teacher has uploaded information to
    the database earlier
  • students capture moments of their visit with the
    camera of the device
  • students upload photos for future reference.

13
Learning in a playful way
  • Students visit the
  • Benaki museum
  • they take pictures and notes
  • they participate in several games, e.g. treasure
    hunting
  • they communicate with the class mates who did not
    attend the visit.

14
Career Guide for schools
15
Crisis management
16
Building a news portal
17
Learning scenarios
  • Presented with a common structure
  • Context
  • Goal
  • Action

18
Which scenario?
  • Criteria for choosing a scenario
  • Pedagogical and technological consideration
  • Game and fun
  • Innovative
  • Appropriate for target group
  • Feasibility
  • Cost and sustainability

19
Why this scenario?
  • Students learn to gather data from all over
    around them and interpret it as information
    useful for learning, either on their own, or,
    most importantly, through face-to-face and
    virtual collaboration with their peers.
  • Students, together with and supported by their
    teachers, learn how to acquire, create, use and
    re-use e-learning content
  • Learners and teachers, can co-create and manage
    rich e-learning content effectively, efficiently,
    and innovatively.
  • Learners and teachers are given the opportunity
    to do things differently than they would do
    within the classroom

20
Learning everywhere
  • History Education a visit to Acropolis
  • students get information (drawings, historical
    events, etc) about the monument
  • the history teacher has uploaded information to
    the database earlier
  • students capture moments of their visit with the
    camera of the device
  • students upload photos for future reference.

Innovation ? Game ? Secondary ? Didactical
? Feasible ? Costs and sustainability ?
21
Learning in a playful way
  • Students visit the
  • Benaki museum
  • they take pictures and notes
  • they participate in several games, e.g. treasure
    hunting
  • they communicate with the class mates who did not
    attend the visit.

Innovation ? Game ? Secondary ? Didactical
? Feasible ? Costs and sustainability ?
22
Analysis and study of the pedagogical
specifications
  • Presentation of existing relevant projects
    following the structure
  • Didactical aims
  • Technical possibilities and standards
  • Project results and experiences
  • Connecting factors to the COLLAGE project
  • Future aspects
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