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From game-based learning to augmented reality learning: Pedagogical Underpinnings of two European Projects Prof. Mario Barajas, Universitat de Barcelona, DOE
EC-TEL 2010, Barcelona 2 TEL: Research and Implementation
Overview of SCeTGo. Key aspects Overview of PROACTIVE. Key aspects The challenges of TEL and pedagogy Conclusions Outline 3 EC-TEL 2010, Barcelona
SCeTGo 4 EC-TEL 2010, Barcelona
The project SCeTGo = Science Center ToGo Programme: Lifelong Learning, KA3 ICT Official Start: 01/01/2010 Duration: 2 years Consortium: 10 partners from 7 countries (Finland, Germany, Greece, Romania, Spain, Sweden, UK) www.sctg.eu 5 EC-TEL 2010, Barcelona
SCeTGo blended approach 6 EC-TEL 2010, Barcelona
SCeTGo approach 7 EC-TEL 2010, Barcelona
Science Centers a Science Museum emphasize a Hands-on Approach 8 EC-TEL 2010, Barcelona
Augmented Reality Allows showing the invisible Makes evident hidden phenomena Provides additional information 9 EC-TEL 2010, Barcelona
SCeTGo‘s Pedagogical Framework ,[object Object]
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 science10 EC-TEL 2010, Barcelona
The miniatures The miniatures support until now 5 experiments: ,[object Object]
The double slits wave experiment
Airfoil miniwing experiment
The Doppler effect
The Bolzman experiment11 EC-TEL 2010, Barcelona
EC-TEL 2010, Barcelona 12
PROACTIVE 13 EC-TEL 2010, Barcelona
The project PROACTIVE Programme: Lifelong Learning, KA3 ICT Official Start: 01/01/2010 Duration: 2 years Consortium: 6 partners from 4 countries (Italy, Romania, Spain, UK) www.proactive-project.eu 14 EC-TEL 2010, Barcelona
[object Object]
Game-based learning (GBL) supports creativity and inquiry-based learning processes15 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. EC-TEL 2010, Barcelona 16 Learningmetaphors
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  EC-TEL 2010, Barcelona 17 EducationalGames
EC-TEL 2010, Barcelona 18 Whatcreativitymeansforeducation?
Creativeteachersencouragestudentstobecreative Theeducationalsystemsencouragesthe no creativityparadigm (no errors, no try out, no differentanswers, etc. EC-TEL 2010, Barcelona 19 Teaching for creativity
[object Object]

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