This document provides an overview of the LeXMizzou project which involves students designing digital games for learning experiences at the University of Missouri. It introduces the goals of the project which are to create location-based augmented reality games on campus topics and test them through iterative design. Students will work in groups over 5 workshops to design, develop, and test their games. Communication will occur through Slack and game development can utilize tools like ARIS Editor. Students will receive $100 for participation upon submitting their game at the final event. The next steps outlined are for students to create storyboards for their game ideas to bring to the next workshop.
AECT 2017 - Digital Didactical Designs as a Framework for iPad/Tablet classr...Isa Jahnke
We present results from 64 Nordic 1:1 iPad-classrooms. The data analysis revealed three clusters: Cluster A (n=23) demonstrated full integration and alignment toward deeper learning that we termed Learning by Crossaction; cluster B (n=21) showed potential for deeper learning but only a semi-alignment of design elements; and cluster C (n=20) revealed irritations and conflicts. The results highlight the different types of designs and implications for meaningful integration of media tablets for learning.
Published in:
Isa Jahnke, Peter Bergström, Eva Mårell-Olsson, Lars Häll, & Swapna Kumar (2017). Digital Didactical Designs as Research Framework – iPad Integration in Nordic Schools. In: Computers & Education (2017). Volume 113, October 2017, pp. 1-15. http://dx.doi.org/10.1016/j.compedu.2017.05.006 Read more: http://www.isa-jahnke.com/publications/
Active-Meaningful Learning with Technologies Isa Jahnke
Bei der Anwendung von Internet-fähigen Technologien in der Weiterbildung, beim Online-Lernen und mit zunehmender Integration von mobilen Endgeräten im Alltag entstehen neue Lehr- und Lernräume: CrossActionSpaces. Dies sind dynamische, flexible Informations- und Kommunikationsräume, in denen Lernende die richtigen Antworten online suchen oder diskutieren können. Herausforderungen sind, um einige zu nennen, die Vielzahl falscher Informationen und fehlendes kritisches oder systemisches Denken. Hier kann das Digitale Didaktische Design (DDD) als Lehr-/Lernstrategie helfen. DDD fördert die Gestaltung von Lernen mit Technologien anstelle des Lernens durch Technologien. DDD es ist ein aktivitäts-basiertes Didaktik-Modell, das von der der Grundannahme ausgeht, dass Lernende nicht aufgrund der Aktivitäten der Lehrenden lernen, sondern durch eigene Aktivitäten. Zentrales Element des DDD ist, dass Lernende Artefakte in einem iterativen Prozess erstellen, kritisch reflektieren und verbessern. In der Keynote wird das DDD und Beispiele für meaningful learning with technologies in Weiterbildung und Fernstudium vorgestellt.
Sociotechnical Walkthrough Workshop@AECT17 Isa Jahnke
The half-day workshop has two goals, understanding and applying of the Sociotechnical-Walkthrough (STWT). The STWT is a participatory design and development method that supports collaborative work among educational designers, programmers and users (e.g., learners, teachers) to elicit workflows and communication processes while anticipating technology support. Participants will learn how to apply the STWT in different stages of a project—STWT can be used in the beginning of projects or during IT refinement to gain deeper understanding of specific functionalities.
As emergent technologies become increasingly integrated into formal learning environments, a new kind of classroom emerge: CrossActionSpaces. These spaces can be characterized as informal-in-formal spaces in which learning takes place across traditional boundaries. In this keynote, Isa Jahnke will present meaningful learning with technologies versus learning from technologies and the framework of Digital Didaktik Designs (DDD). DDD can be applied to design, develop and evaluate online, blended or mobile learning practices. Examples of real classrooms will be illustrated. Just a side note: Didactics in the North American discourse and Didaktik as evolved in Europe have completely different meanings.
Understanding, reflecting, designing mobile learning spaces, the classroom of tomorrow - challenges in research and teaching -- a) Emerging problems in the Social Media World b) Yes, we need to educate the Homo Interneticus
AECT 2017 - Digital Didactical Designs as a Framework for iPad/Tablet classr...Isa Jahnke
We present results from 64 Nordic 1:1 iPad-classrooms. The data analysis revealed three clusters: Cluster A (n=23) demonstrated full integration and alignment toward deeper learning that we termed Learning by Crossaction; cluster B (n=21) showed potential for deeper learning but only a semi-alignment of design elements; and cluster C (n=20) revealed irritations and conflicts. The results highlight the different types of designs and implications for meaningful integration of media tablets for learning.
Published in:
Isa Jahnke, Peter Bergström, Eva Mårell-Olsson, Lars Häll, & Swapna Kumar (2017). Digital Didactical Designs as Research Framework – iPad Integration in Nordic Schools. In: Computers & Education (2017). Volume 113, October 2017, pp. 1-15. http://dx.doi.org/10.1016/j.compedu.2017.05.006 Read more: http://www.isa-jahnke.com/publications/
Active-Meaningful Learning with Technologies Isa Jahnke
Bei der Anwendung von Internet-fähigen Technologien in der Weiterbildung, beim Online-Lernen und mit zunehmender Integration von mobilen Endgeräten im Alltag entstehen neue Lehr- und Lernräume: CrossActionSpaces. Dies sind dynamische, flexible Informations- und Kommunikationsräume, in denen Lernende die richtigen Antworten online suchen oder diskutieren können. Herausforderungen sind, um einige zu nennen, die Vielzahl falscher Informationen und fehlendes kritisches oder systemisches Denken. Hier kann das Digitale Didaktische Design (DDD) als Lehr-/Lernstrategie helfen. DDD fördert die Gestaltung von Lernen mit Technologien anstelle des Lernens durch Technologien. DDD es ist ein aktivitäts-basiertes Didaktik-Modell, das von der der Grundannahme ausgeht, dass Lernende nicht aufgrund der Aktivitäten der Lehrenden lernen, sondern durch eigene Aktivitäten. Zentrales Element des DDD ist, dass Lernende Artefakte in einem iterativen Prozess erstellen, kritisch reflektieren und verbessern. In der Keynote wird das DDD und Beispiele für meaningful learning with technologies in Weiterbildung und Fernstudium vorgestellt.
Sociotechnical Walkthrough Workshop@AECT17 Isa Jahnke
The half-day workshop has two goals, understanding and applying of the Sociotechnical-Walkthrough (STWT). The STWT is a participatory design and development method that supports collaborative work among educational designers, programmers and users (e.g., learners, teachers) to elicit workflows and communication processes while anticipating technology support. Participants will learn how to apply the STWT in different stages of a project—STWT can be used in the beginning of projects or during IT refinement to gain deeper understanding of specific functionalities.
As emergent technologies become increasingly integrated into formal learning environments, a new kind of classroom emerge: CrossActionSpaces. These spaces can be characterized as informal-in-formal spaces in which learning takes place across traditional boundaries. In this keynote, Isa Jahnke will present meaningful learning with technologies versus learning from technologies and the framework of Digital Didaktik Designs (DDD). DDD can be applied to design, develop and evaluate online, blended or mobile learning practices. Examples of real classrooms will be illustrated. Just a side note: Didactics in the North American discourse and Didaktik as evolved in Europe have completely different meanings.
Understanding, reflecting, designing mobile learning spaces, the classroom of tomorrow - challenges in research and teaching -- a) Emerging problems in the Social Media World b) Yes, we need to educate the Homo Interneticus
Publications
a) Isa Jahnke, Lars Norqvist, & Andreas Olsson (2013). Digital Didactical Designs in iPad-classrooms. In: Proceedings of European Conference on Technology-Enhanced Learning, ECTEL 2013, 17-21 September 2013, Cyprus.
b) Isa Jahnke, Lars Norqvist, & Andreas Olsson (2013). Designing for iPad-classrooms. In Adjunct Proceedings of European Conference on Computer-Supported Cooperative Work (ECSCW), 21-25 September, Cyprus. (WIP)
This conceptual paper describes challenges in the field of Interactive Media and Learning (IML), striving towards a research and teaching field for mobile learning. The theoretical background is provided and arguments are listed, specifically what challenges researchers, practitioners (e.g., teachers, employers, employees) and designers face today on the way to mobile learning. This will be done from an educational perspective, in particular from Educational Technology from a Scandinavian community. The leading issue is how to educate the Homo Interneticus? Is learning supported by mobile devices one option? Is there a need to rethink the learning spaces of today? The paper provides answers by illustrating challenges in research and teaching with regard to mobile learning.
Studying Learning Expeditions in Crossactionspaces with Digital Didactical De...Isa Jahnke
As web-enabled mobile technologies become increasingly integrated into formal learning environments, they are merging to create a new kind of classroom: CrossActionSpaces (informal-in-formal spaces) in which communicative learning takes place across traditional boundaries. The term offers a view from social sciences, emphasizes a change of human action: from pure inter-action into cross-action. Under these new conditions the question are: how to conceptualize and design for learning, how can teaching helps learning? In this keynote, Isa Jahnke presents the framework of Digital Didactical Designs (DDD) which can be used to study and to reflect on educational practices toward deeper learning expeditions.
A webinar presentation for Open Education Week with:
- Karen Fasimpaur, K12 Open Ed
- Jeff Mao, State of Maine Department of Education
- Ahrash Bissell, National Repository of Online Courses
- Delaina Tonks, Open High School of Utah
- Jason Neiffer, Montana Digital Academy
Designing Teaching to Enhance Learning in CrossActionSpaces (Informal-In-Form...Isa Jahnke
As web-enabled mobile technologies become increasingly integrated into formal learning environments, a new kind of classroom emerge: CrossActionSpaces. These spaces can be characterized as informal-in-formal spaces in which learning takes place across traditional boundaries. The term provides a view on learning from the perspective of social sciences while emphasizing a change of human action: from inter-action into cross-action. Under these new conditions the questions are: how to design for learning, how can teaching enhance learning? In this keynote, Isa Jahnke presents the framework of Digital Didactical Designs (DDD) which can be applied to study, evaluate and reflect on educational practices toward deep and meaningful learning expeditions.
Publications
a) Isa Jahnke, Lars Norqvist, & Andreas Olsson (2013). Digital Didactical Designs in iPad-classrooms. In: Proceedings of European Conference on Technology-Enhanced Learning, ECTEL 2013, 17-21 September 2013, Cyprus.
b) Isa Jahnke, Lars Norqvist, & Andreas Olsson (2013). Designing for iPad-classrooms. In Adjunct Proceedings of European Conference on Computer-Supported Cooperative Work (ECSCW), 21-25 September, Cyprus. (WIP)
This conceptual paper describes challenges in the field of Interactive Media and Learning (IML), striving towards a research and teaching field for mobile learning. The theoretical background is provided and arguments are listed, specifically what challenges researchers, practitioners (e.g., teachers, employers, employees) and designers face today on the way to mobile learning. This will be done from an educational perspective, in particular from Educational Technology from a Scandinavian community. The leading issue is how to educate the Homo Interneticus? Is learning supported by mobile devices one option? Is there a need to rethink the learning spaces of today? The paper provides answers by illustrating challenges in research and teaching with regard to mobile learning.
Studying Learning Expeditions in Crossactionspaces with Digital Didactical De...Isa Jahnke
As web-enabled mobile technologies become increasingly integrated into formal learning environments, they are merging to create a new kind of classroom: CrossActionSpaces (informal-in-formal spaces) in which communicative learning takes place across traditional boundaries. The term offers a view from social sciences, emphasizes a change of human action: from pure inter-action into cross-action. Under these new conditions the question are: how to conceptualize and design for learning, how can teaching helps learning? In this keynote, Isa Jahnke presents the framework of Digital Didactical Designs (DDD) which can be used to study and to reflect on educational practices toward deeper learning expeditions.
A webinar presentation for Open Education Week with:
- Karen Fasimpaur, K12 Open Ed
- Jeff Mao, State of Maine Department of Education
- Ahrash Bissell, National Repository of Online Courses
- Delaina Tonks, Open High School of Utah
- Jason Neiffer, Montana Digital Academy
Designing Teaching to Enhance Learning in CrossActionSpaces (Informal-In-Form...Isa Jahnke
As web-enabled mobile technologies become increasingly integrated into formal learning environments, a new kind of classroom emerge: CrossActionSpaces. These spaces can be characterized as informal-in-formal spaces in which learning takes place across traditional boundaries. The term provides a view on learning from the perspective of social sciences while emphasizing a change of human action: from inter-action into cross-action. Under these new conditions the questions are: how to design for learning, how can teaching enhance learning? In this keynote, Isa Jahnke presents the framework of Digital Didactical Designs (DDD) which can be applied to study, evaluate and reflect on educational practices toward deep and meaningful learning expeditions.
The NETS*S Assessment Benchmarks for Grades 2 and 5 are used as guides to ensure that all the NETS*S (PK-5) are being covered in the elementary curriculum. Each teacher-created lesson presented shows how the technology standards are covered through critical thinking, interactive cross-curricular activities. These lessons provide the students with the skills needed to perform successfully on the suggested NETS*S assessments.
This session explores the concept of gamification and games in an academic library. The presenter will share how the NYU Shanghai Library participated in the ‘International Game Day at the Library’ in 2014. He will talk about the collaboration and research games involved that created an international gaming programme. In addition, he will discuss how NYU Shanghai Library collaborated with NYU Abu Dhabi Library to create a ‘Game Off’ programme where students from both campuses in two countries competed and interacted with each other virtually in 2015.
The Language Campus: Role-Play in an eLearning EnvironmenteLearning Papers
Author: Paul Pivec.
Collaborative learning allows participants to exchange information as well as produce ideas, simplify problems, and resolve tasks. When using an e-learning platform in a collaborative environment, the teacher becomes an active partner, moderator and advisor in the educational process, as do the other learners.
Engage Project: Sharing Experience from Game Based Learning Dissemination Wor...eLearning Papers
Author(s): Jose Luis Soler, Gisela Vidal.
Engage Project: Sharing Experience from Game Based Learning Dissemination Workshops
With this contribution, rather than providing definitive solutions, we intend to share knowledge obtained from the cross sectoral implementation of more than 15 workshops carried out as part of ENGAGE portal activities.
Exercising the mind: Interactive gym for the 21st centuryVincent Routhier
Conference by Vincent Routhier, CEO @ Lü Interactive Playgroud
Presented during the Bett Conference 2019
January 24, 2019 - London UK
How can we encourage academic learning and physical activity, and limit sedentary activity among children, particularly in the school environment? This session will explore approaches that show promise in promoting and increasing physical activity linked to student academic performance. Join us as we ignite teaching and learning by turning the school gym into a giant, magical, immersive, interactive playground, where students are engaged in simultaneous integrated academic content and physical activity. This re-invented gym for schools of the 21st century will strengthen student academic and physical education outcomes, attitudes, and behaviors, while sparking enjoyment at the same time!
Teaching and Learning Experience Design – der Ruf nach besserer Lehre: aber wie?Isa Jahnke
Der Ruf danach, dass es bessere Lehre geben muss oder das Lehre verbessert werden sollte, ist nicht neu. Es gibt auch schon seit längerer Zeit Rufe danach, dass Lehre der Forschung in Universitäten gleichgestellt werden soll. (Und in den letzten Jahren ist in Deutschland auch einiges an positiven Entwicklungen geschehen, z.B. durch die Aktivitäten des Stifterverbands). Wie kann die Verbesserung der Lehre weitergehen? Fehlt etwas in dieser Entwicklung? Ja, sagt dieser Beitrag, der zum Nachdenken und Diskutieren anregen soll. In diesem Beitrag wird ein forschungsbasierter Ansatz zur Diskussion gestellt. Es wird argumentiert, dass Lehre nur dann besser wird, wenn es mit den Prinzipen der Wissenschaft und Forschung angegangen wird (d.h. gestalten, Daten erheben, auswerten, verbessern). Es benötigt neue Verhaltensregeln oder -prinzipien bei der Gestaltung von Lehrveranstaltungen. Das bedeutet zum Beispiel das Prinzipien der Evidenzbasierung und wissenschaftliche Herangehensweisen im Lehr-Lerndesign als zentrales Fundament etabliert werden sollte. Evidenzbasierung hier meint, folgt man der Logik der Forschung, dass Lehrveranstaltungen als Intervention verstanden werden. Mit dieser Intervention werden Studierende befähigt, bestimmte vorab festgelegte Kompetenzen zu entwickeln. Und die Frage, die sich bei jeder Lehr-Lernveranstaltung dann stellt, ist, ob diese Objectives bzw. Learning Outcomes auch erreicht wurden. Klar ist, dass die subjektive Lehrevaluation der Studierenden oder auch die Notengebnung nicht ausreichen, um diese Frage zu beantworten. Hierfür gibt es eine Reihe von Methoden, die genutzt werden können, z.B. aus dem Bereich des User- / Learning Experience Design. Diese Methoden umfassen unter anderem Usability-Tests, Learner Experience Studies, Pre-/Post-Tests, und Follow-up Interviews. Diese können zur Gestaltung und Erfassung von effektiven, effizienten und ansprechenden digitalen Lerndesigns verwendet (Reigeluth 1983, Honebein & Reigeluth, 2022).
Der Beitrag will die Entwicklung zur Verbesserung von Lehre weiter pushen. Neue Ideen in die Bewegung bringen. Als Gründungsvizepräsidentin der UTN hab ich die Chance, hier ein neues Fundament für eine gesamte Uni zu legen. Wird das Gelingen? Ist dieser Ansatz, den ich hier vorstelle, eine erfolgsversprechende Option dafür? Hier können sich die TeilnehmerInnen an dieser Entwicklung beteiligen.
“An experience is any situation you encounter that takes a certain amount of time and that leaves some kind of impression.”
“A learning experience is a holistic experience that is intentionally designed and carefully crafted to help the learner achieve a meaningful learning outcome that is (mostly) predefined.”
Aktivitäten / Interaktionen / Umgebungen, … durch die Lernende Wissen, Einstellungen und Kompetenzen erwerben
Jede Interaktion, jeder Kurs, jedes Studienprogramm, jede andere Lernerfahrung
Ansatz unterstreicht Ziel der Bildungsinteraktion: das Lernen - nicht ihren Ort (Schule, Klassenzimmer) oder ihr Format (Kurs, Programm).
Dank digitaler und intelligenter Technologie entstehen neue Lehr- und Lernräume: sogenannte CrossActionSpaces. In den dynamischen und flexiblen Informations- und Kommunikationsumgebungen diskutieren die Lernenden online und suchen im Internet nach Lösungen. Dabei werden falsche Informationen und fehlendes kritisches Denken zur Herausforderung.
In unserem CrossActionSpace laden wir dazu ein, gemeinsam mit Prof. Isa Jahnke Lösungen für erfolgreiches digital gestütztes Lehren und Lernen zu finden!
Kann man Zukunft antizipieren und wie geht man damit um? Ja, zu einen gewissen Grad. Auf der Grundlage vergangener Trends, aktueller Umstände und Expertenanalysen können fundierte Vermutungen oder Vorhersagen darüber gemacht werden, was passieren könnte. Im Bereich Lehr-Lern-Gestaltung gibt es dazu verschiedenen Methoden (z.B. Datenanalyse, Expertenmeinungen, Scenario Planung, Beobachtung aktueller Ereignisse). Unter Verwendung des neuen Forschungsfeldes „Learning Experience Design (LXD)“ wird die Gestaltung von digitalem Lehren und Lernen – enjoyable experiences (anticipated future) – anhand empirischer Studien vorgestellt, z.B. in den Kontexten von Games for learning mit AR, Mobile-Microlearning, und Online-Learning. Methoden umfassen unter anderem Usability-Tests, User Experience Studies, Pre-/Post-Tests, und Follow-up Interviews. Diese werden zur Gestaltung und Erfassung von effektiven, effizienten und ansprechenden digitalen Lerndesigns verwendet. Das Design von digital learning experiences umfasst drei Dimensionen: die Interaktion von Lernenden mit den Technologien (technische Dimension), die Interaktion mit anderen Lernenden und Lehrenden vermittelt durch die Lernplattformen (soziale Dimension), und die Interaktion der Lernenden mit didaktischen Elementen eingebettet in technischen Tools (pädagogische Dimension).
Digitalität als didaktisches Design
Wie kann man die swissuniversities Grundsätze und Leitvorstellungen in die Praxis einsetzen und weiterführen?
Was bedeuten die Leitvorstellungen für die Bildungswelt aus der Perspektive des Digitalen Didaktischen Design Ansatz?
CoMo Game Dev - usability and user experience methods Isa Jahnke
This month we'll be hearing from Dr. Isa Jahnke, Director of the User Experience and Learning Design Lab at the University of Missouri. She will be discussing usability, user experience, and how to get the most out of focus groups and testing nights for the CoMO game development community.
Information Experience Lab, IE Lab at SISLTIsa Jahnke
Founded in 2003
The Information Experience Laboratory, IE Lab – is a usability and user experience lab …
… with the mission to improve learning technologies, information and communication systems.
We here present the IE Lab and methods .
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Overview on Edible Vaccine: Pros & Cons with Mechanism
LeXMizzou August2017
1. LeXMizzou
Students as Digital Game Designers for
Learning eXpeditions at Mizzou
Dr. Isa Jahnke
August 25, 2017
School of Information Science and Learning Technologies (iSchool/ SISLT)
2. • Welcome / Introduction of us and you
• Goals / Objectives
• Background information
• Workshop overview / Process / Timeline
• Communication tools and other services / $100 and awards
• What is learning? What approach can guide your game design?
• Brainstorming in groups and decision-making on topic! (1hr)
(flipchart paper, pens, post-its or cards)
Outline
4. Project leader
Dr. Isa Jahnke, Associate Professor
Information Experience Lab & Allen Institute
Neeley Current, IE Lab Manager
Student coordinators (pro group one coordinator) / Researchers
Shann Bossaller
Hao He
Minh Pham
Michele Kroll
Michelle Todd
Yen-Mei
Advisory Board (Mizzou Game Day judges)
Dr. Rose Marra, SISLT
Dr. Prasad Calyam, Computer Science
Dr. Troy Sadler, ReSTEM Institute (STEM and digital games)
Project Team
…and up to 25 students – you!
Please tell us your name & study program
5. 5
Goals/Objectives
a) Build a digital game based augmented
interactive learning expedition
b) Groups test their game ideas with usability
study & accessibility (design for all) in
iterative design processes
“… learning is a matter of belonging as well as
intellectual process, involving heart as well as the head”
(p.29, Wenger et al., 2002)
6. Learning in
classrooms/seminars
(Material) World in which
students are living, growing, playing
connecting
Students choose a topic
from class and create a
game for learning
Students design, develop & test
interactive, augmented, location-based
learning expeditions
using an mobile app
Consumers of
learning
Active agents
Teachers for
peers
Co-Designers
7. Requirements for the game design
a) location-based game
b) game for exploring a specific topic (connected to learning)
c) has something to do with a place on Mizzou Campus
d) interactivity and collaborative elements in the game and
e) publishing the games for all Mizzou students, and
f) students work in groups of usually 3-5 members.
13. Why do we do this?
Discover the unseen world around you
a) Transforming learning
• Students understanding connections between theoretical concepts and
actual physical objects in the material world
• Allows students to actively explore classroom topics in a new way
b) Human-Centered Design
• Students learn to apply the ‘design’ cycle;
• Computational Thinking
c) Establishing Mizzou as cutting edge institution for future learning
14. Process
Online site as
portal to distribute
LeX games
Open Call for
Student
Participation
& Selection
Workshops (WS 1-5)
• new input for students
• milestones for student work
• in-between the workshops:
mentoring by student leaders
WS 2
WS 5
WS 1
WS 3
WS 4
15. WS 2
WS 5
WS 1
WS 3
WS 4
Workshop 1
creating the teams
Decision making on the topic
Starting with story boards, based on
Meaningful Learning With Techn. Approach
August 2017
Workshop 2
ARIS editor and GuidiGo presentation
Beginning of Sept 2017
Workshop 3
introduction into usability/accessibility testing
End of Oct 2017
Workshop 4
Goups presenting usabiity results
and how to improve the prototype
Nov2017
Workshop 5
Mizzou Game Day event, Awards
Dec 2017
Workshops Overview / Timeline
16. Communication tools and other services
We use Slack for communication
IELab/ Allen Institute in London Hall provides spaces for groups
17. $100 for student participation and 2x $500 team award
We also do research with this project. It means we want to encourage you to fill our
surveys and participate at interviews. You get the $100 when you participate and
submit your digital game at the game day event.
21. Your home work / next steps
Create a story board in your team,
upload your work in the Google Doc folder (LeX), and bring
the story board with you next meeting.
Next meeting: we introduce 2 tools: ARIS and GuidiGo
22. Thank you very much for your participation!
We are very happy that you signed up with us!
Editor's Notes
Who is online? Do we need an extra laptop for online ppl?
1 person online
Welcome / Introduction of project teams and students
Goals / Objectives
Background information
Workshop overview / Process / Timeline
Communication tools and other services
Before we continue, here is important input about what learning is!
Learning is a lot of things… Can you name 1 or 2?
We suggest that you have the Meaningful learning approach in mind when to design your digital games/