E-Shake It! Erkki Sutinen University of Joensuu, Finland ED-MEDIA June 29, 2005.

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Presentation transcript:

e-Shake It! Erkki Sutinen University of Joensuu, Finland ED-MEDIA June 29, 2005

E-SHAKE? Education in most societies is an organized activity which avoids risk taking at the cost of involvement and excitement. At the same time, real life in these very same societies is far from predictable; far from efficiency, reuse, and reliability – the virtues of our learning environments. So, should we shake our educational practices and try to at least simulate an open society which is led by hidden interests of its different members?

CONCRETE NEEDS FOR E-SHAKING Where is my last teacher? -syndrome – a special learner needs to take an (inter-)active role in his or her future, integrated community. Where are my students? -syndrome – the learning process should be meaningful to compete with attractions to drop out, physically or mentally Where is my next teacher? -syndrome – at its phase of one’s learning path, a talented learner should see around for his/her role in a broader context.

STARTING POINT: KIDS’ CLUB Kids’ Club Video (2002)

KIDS’ CLUB AS AN INNOVATION CHAMBER Kids’ Club aims at arousing children’s interest in ICT and helping children to become active doers in an society based on information technology

KIDS’ CLUB INNOVATION CHAMBER Children have an opportunity to study skills of their interests in a playful, non-school like environment, where is room for innovative ideas and alternative approaches.

KIDS’ CLUB INNOVATION CHAMBER Technology projects do not always need to reach a success, also mistakes can be done and everyone can later learn from them.

KIDS’ CLUB PIAZZA Researchers Peer students Parents and beyond Teachers Tutors University students Companies Kids’ Club members

Case1: ROBOTS AND PROGRAMMING The technical environment includes tools for: Planning and mind storming (MindManager..) Concretization (Lego, ELEKIT..) Programming (IPPE, Lego RIS, NQC, VB..) Evaluating learning and process (Virre, digital cameras..)

Case2: MODELLING Solving open-ended scientific problems by playing based on: creative problem solving, group processes, learning by doing, reflecting and design Modelling of mine, devices of supermarket, intelligent home..

Kids’ Club created a model for collaboration between young people and companies in the Intelligent Door and Learning Door Projects in years Collaboration with experts from the company ASSA Abloy Oy The aims of the project were to plan and implement an intelligent and learning door systems and learn from each others. Case3: PROJECTS WITH COMPANIES

VIRRE, inside of Bruno Teddy Bear, is used for reflecting the learning process and gathering research data at Kids’ Club meetings. Computer application, VIRRE, was moved into the teddy bear as a result of children’s feedback. VIRRE consist of computer application, microphone, speakers and web camera. Case4: REFLECTING

The Kids’ Club concept is used as a part of schools’ technology education School students work as in Kids’ Club and implement various technology projects as a part of their school lessons in collaboration with research group. Concept takes place also in Teacher education in Developing Project for Technology Education (European Social Fund ). Project is based on research and developing of applications of technology education and educating teachers to use technology in teaching and learning. KIDS’ CLUB AT SCHOOLS

based on the idea of ethnocomputing: creating meaningful, diverse entry points to ICT (see TANZANIA: KIDS’ CLUB ON/OFF THE ROAD from ICT training to teacher students towards creating new technologies for orphans due to HIV/AIDS

#1 Promising platform for developing educational technologies by getting immediate and constructive ideas and feedback from children #2 Promising platform for developing methods for teaching and learning and integrating them to schools’ curricula #3 Kids’ Club model and various technology tools offer an attractive and motivating environment for learning of technology and social skills #4 Applicability e.g. special education, talented children, children and grandparents, seniors, edutainment and business training #5 Creates various possibilities in local and international contextOUTCOMES

TOWARDS KIDS’ CLUB HUBS Joensuu, Finland South Africa New Zealand Netherlands Integration SciFest Technology and science education New technologies and communication

Professor Erkki Sutinen Project Manager Marjo Virnes University of Joensuu Department of Computer Science P.O.Box Joensuu Finland Web: CONTACT INFORMATION