Reflection and exchange process Scenario-based method.

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Presentation transcript:

Reflection and exchange process Scenario-based method

27 February 2006Athens meeting 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.

27 February 2006Athens meeting 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

27 February 2006Athens meeting Reflection and exchange process 1. Discuss learning scenarios (round tables) – Pedagogical and technological considerations – Plan for implementation – Plan for evaluation 2. Existing applications, state-of-the art – Pedagogical considerations (morning workshop) – Technological considerations (afternoon workshop) 3. Impact of state-of-the art on COLLAGE project – Technological impact – Pedagogical impact 4. …and after the meeting what? How?

27 February 2006Athens meeting 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;

27 February 2006Athens meeting Round tables: the aim Share common understanding of the COLLAGE objectives and goals Work with learning scenarios in order to understand how each partner’s work fits into the overall picture Get to know each other’s competences and background

27 February 2006Athens meeting Round tables (11:30 -12:15) 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

27 February 2006Athens meeting Round tables (11:30 -12:15) 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

27 February 2006Athens meeting Round tables (12:15 -13:00) 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

27 February 2006Athens meeting Round tables (12:15 -13:00) 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

27 February 2006Athens meeting Learning scenarios History Learning (monument visit) Museum visit Career Guide Emergency crisis management A news portal

27 February 2006Athens meeting 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. Learning everywhere

27 February 2006Athens meeting 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. Learning in a playful way

27 February 2006Athens meeting Career Guide for schools

27 February 2006Athens meeting Crisis management

27 February 2006Athens meeting Building a news portal

27 February 2006Athens meeting Learning scenarios Presented with a common structure Context Goal Action

27 February 2006Athens meeting Which scenario? Criteria for choosing a scenario – Pedagogical and technological consideration – Game and fun Innovative Appropriate for target group Feasibility Cost and sustainability

27 February 2006Athens meeting 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

27 February 2006Athens meeting 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. Learning everywhere Innovation  Game ? Secondary  Didactical  Feasible  Costs and sustainability ?

27 February 2006Athens meeting 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. Learning in a playful way Innovation  Game  Secondary  Didactical ? Feasible  Costs and sustainability ?

27 February 2006Athens meeting 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