The document discusses stimulating creative thinking through educational games and storytelling across transmedia platforms. It explores how creativity is important for innovation and career success. Transmedia uses multiple media like films, games and apps to tell interconnected stories. Storytelling engages students and helps them learn and remember concepts. The document proposes researching how to develop an educational transmedia game for ages 7-12 that encourages creative thinking through meaningful stories. It outlines methods like interviews and testing with students and experts.
Oeb slides zone of effective learning - (final)Zac Woolfitt
The Zone of Effective Learning with Technology is a conceptual representation to examine under what conditions an individual can be said to be using a learning technology effectively. Using Maslow’s four stages of learning we can move from unconsciously un-competent (as a servant to technology), to consciously competent (as a master of technology, on our terms).
The ‘Sweet spot of maximum technology impact’ is the concept I use to define the desired point of balance between the potential of a technology, your ability to apply that technology to a specific learning task, and your understanding of how well you are mastering the technology for the task in hand. It basically boils down to knowing how to use a specific technology and staying on track while you are using it to do what you need it to do, without getting side tracked. That is a lot easier said than done.
Please get in touch if you'd like to comment or add your own ideas: zac.woolfitt@inholland.nl
Importance of Tablets and smart phones in classroomsPamela Manescalco
In this presentation I about the importance of tablets and smart phones in classrooms. I have researched several different articles and stated why they all seem to agree about the importance of this technology.
Using Technology for Hands-on Exploration - GAYC 2011Diane Bales
Presentation at the 2011 Georgia Association on Young Children Conference by Diane Bales and Phillip Baumgarner. Focus of presentation is using iPads and other technology tools for hands-on exploration with preschool children.
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...EvaniaYafie
There is a growing body of evidence supporting the many connections between cognitive competence and game
edutainment. This article defines the cluster of concepts related to pretend game and cognition and briefly synthesizes the
latest research on the role of such play in children's cognitive and naturalistic intelligence. Edutainment games are a game
that includes rules, student guides in practice, awards as a form of appreciation. The combination of interactive multimedia
with edutainment games to reduce the weaknesses of each method and media. Multimedia learning can be used to explain
games in edutainment games so childreneasy to understanding the command, as well as can be used as media to increase
motivation and enthusiasm of children. Game edutainment game utilizes classroom and outdoor especially in the park so it
is expected to increase naturalistic intelligence. The purpose of this research is for the development of Edutainment Game
Combined with Multimedia Learning which has the level of validity, 2) to overcome the effects of Edutainment Game
Combined with Multimedia to Increase Cognitive and Naturalistic Intelligence At 5-6 Year Kindergarten. The research
method is research and development (R&D. The development model adopts the Borg and bile model. This research takes
place in TKNBI Tlogowaru Malang. Data analysis used is descriptive model for model validity test and t test to analyze
model affectivity. The results showed media and method with the level of expert media expertise of 89%, material experts
by 91%. The effectiveness test also shows a model of Combined Edutainment With Effective Multimedia Learning In To Improve Cognitive And Naturalistic Intelligence In 5-6 Year TK
Toys, play and games : Y1 ICT, Lecture 5Miles Berry
• ICT Capability
• Exploratory play with ICT
• Programmable toys
• Game based learning
SESSION TASK
• Creative challenge – illustrate ‘The Internet’ through a painting. Post it up to BlogFolio and add a reflective comment.
• Play with one of the progtammable toys or video games discussed during the session. Post a reflection to your blog, focussing on what children might learn through this or similar technology.
FOLLOW-UP ACTIVITY
• Read Williamson (2009) and discuss the place of commercial off-the-shelf (COTS) computer games in primary education.
• You might like to spend at least some of the summer break playing one or two computer games; if so, blog about your experience, focussing on the learning that takes place whilst playing.
• Please make sure you have completed all directed task work for Year 1 and that your blog is completely up to date.
Gifted Kids and Tech - What Parents Need to KnowBrian Housand
brianhousand.com/page2015
If growing up in a digital age is challenging, raising kids in a digital age is even more difficult. With unprecedented access to technology that seemingly changes on an almost daily basis, gifted children are being asked to grow up online. This session will equip parents and teachers with tools and strategies to empower and engage today’s youth in meaningful ways.
Oeb slides zone of effective learning - (final)Zac Woolfitt
The Zone of Effective Learning with Technology is a conceptual representation to examine under what conditions an individual can be said to be using a learning technology effectively. Using Maslow’s four stages of learning we can move from unconsciously un-competent (as a servant to technology), to consciously competent (as a master of technology, on our terms).
The ‘Sweet spot of maximum technology impact’ is the concept I use to define the desired point of balance between the potential of a technology, your ability to apply that technology to a specific learning task, and your understanding of how well you are mastering the technology for the task in hand. It basically boils down to knowing how to use a specific technology and staying on track while you are using it to do what you need it to do, without getting side tracked. That is a lot easier said than done.
Please get in touch if you'd like to comment or add your own ideas: zac.woolfitt@inholland.nl
Importance of Tablets and smart phones in classroomsPamela Manescalco
In this presentation I about the importance of tablets and smart phones in classrooms. I have researched several different articles and stated why they all seem to agree about the importance of this technology.
Using Technology for Hands-on Exploration - GAYC 2011Diane Bales
Presentation at the 2011 Georgia Association on Young Children Conference by Diane Bales and Phillip Baumgarner. Focus of presentation is using iPads and other technology tools for hands-on exploration with preschool children.
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...EvaniaYafie
There is a growing body of evidence supporting the many connections between cognitive competence and game
edutainment. This article defines the cluster of concepts related to pretend game and cognition and briefly synthesizes the
latest research on the role of such play in children's cognitive and naturalistic intelligence. Edutainment games are a game
that includes rules, student guides in practice, awards as a form of appreciation. The combination of interactive multimedia
with edutainment games to reduce the weaknesses of each method and media. Multimedia learning can be used to explain
games in edutainment games so childreneasy to understanding the command, as well as can be used as media to increase
motivation and enthusiasm of children. Game edutainment game utilizes classroom and outdoor especially in the park so it
is expected to increase naturalistic intelligence. The purpose of this research is for the development of Edutainment Game
Combined with Multimedia Learning which has the level of validity, 2) to overcome the effects of Edutainment Game
Combined with Multimedia to Increase Cognitive and Naturalistic Intelligence At 5-6 Year Kindergarten. The research
method is research and development (R&D. The development model adopts the Borg and bile model. This research takes
place in TKNBI Tlogowaru Malang. Data analysis used is descriptive model for model validity test and t test to analyze
model affectivity. The results showed media and method with the level of expert media expertise of 89%, material experts
by 91%. The effectiveness test also shows a model of Combined Edutainment With Effective Multimedia Learning In To Improve Cognitive And Naturalistic Intelligence In 5-6 Year TK
Toys, play and games : Y1 ICT, Lecture 5Miles Berry
• ICT Capability
• Exploratory play with ICT
• Programmable toys
• Game based learning
SESSION TASK
• Creative challenge – illustrate ‘The Internet’ through a painting. Post it up to BlogFolio and add a reflective comment.
• Play with one of the progtammable toys or video games discussed during the session. Post a reflection to your blog, focussing on what children might learn through this or similar technology.
FOLLOW-UP ACTIVITY
• Read Williamson (2009) and discuss the place of commercial off-the-shelf (COTS) computer games in primary education.
• You might like to spend at least some of the summer break playing one or two computer games; if so, blog about your experience, focussing on the learning that takes place whilst playing.
• Please make sure you have completed all directed task work for Year 1 and that your blog is completely up to date.
Gifted Kids and Tech - What Parents Need to KnowBrian Housand
brianhousand.com/page2015
If growing up in a digital age is challenging, raising kids in a digital age is even more difficult. With unprecedented access to technology that seemingly changes on an almost daily basis, gifted children are being asked to grow up online. This session will equip parents and teachers with tools and strategies to empower and engage today’s youth in meaningful ways.
Mihai Bizoi: "Three FP7 projects at University of Valahia: PROFILES, IRRESIST...ifi8106tlu
Mihai Bizoi:
"Three FP7 projects at University of Valahia: PROFILES http://www.profiles-project.eu ; IRRESISTIBLE http://www.irresistible-project.eu ; ENGAGE http://www.engagingscience.eu "
Keynote: 24.01.2023
The promise of technology
Presbyterian Mackenzie University, Brazil.
See the youtube link for the green screen promotion to the session here:
Link to video clip (skip adverts)
https://youtu.be/gEeoTTGpo3s
Presbyterian Mackenzie University in Brazil. It has existed for 70 years and has approximately 30,000 students in 48 undergraduate and 14 graduate courses. The team there have been implementing a framework for competencies that higher education students must develop to achieve Transformative Learning. They hold a training event aimed at approximately a thousand professors who work there known as Transformative Learning Forums. I have been invited to speak at their Forum about innovation and the use of technology in higher education.
To publicise the event, speakers are invited to submit a two-three minute video about their talk, and created a short Green Screen film, hosted it on our Faculty YouTube site, for ease of download at the other end. The feedback has been overwhelmingly positive, the host institution were very pleased with the final version.
Debbie Holley is the Professor of Learning Innovation in the Department of Nursing Sciences, Bournemouth University. You can find out more about her work by following her on twitter @debbieholley1
Mackenzie University
I was asked to present a presentation on "How cautious should we be when adopting digital technology in Education?" We should remain very cautious. Even the that which is presented as the best, remains nothing more than content replication.
Merchant, G, Marsh, J. & Burnett, C. (2012) Digital Futures in Teacher Education- the DEfT Project. Paper presented at United Kingdom Literacy Association Conference, University of Leicester.
A selection of slides from Chisnallwood's teacher only day (Feb 1st 2011) that you may want to go over again. Sorry, movies have been removed for file size issues.
Nick
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
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Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
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Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
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1. How to stimulate creative thinking
trough the educational games and
story telling on transmedia
platforms.
2. Why creativity is important
• http://www.youtube.com/watch?v=ywIhJ2goi
GE#t=145
• Sir Ken Robinson-is an English author, speaker
and international advisor on education.
4. Creative thinking/ creativity
• When people talk about creativitythen usually it is
thought of as a context of art, but creativityis needed
in every aspect of our lives, everyday.
• Every business needs creative thinkers in the form of
scientists,engineers,medical researchers,technology
innovators,business entrepreneurs,artists,
performers, writers and illustrators,designers,
inventors,educatorsand parents.
• Those people with the ability to "think outside of the
box" will lead the future and make special things
happen.
6. Transmedia
• The word transmedia means “across media, it uses
multiple media platforms and formats to tell a story on
a current digital technologies.
• Each media platformwhether it’s a film, animation,
comic, textbook,book, video games, mobile app,
appisodes,web series, social tagging, augmented
reality or a connectedobjects function as a standalone
story experience which are all completeand satisfying
on their own and together.
• Differenttransmeida platforms are like a giant puzzle,
each “piece” also contributesto a larger narrative.
7. Storytelling
• Everybody likes a good story especially young
kids. When the story is constructedright then it is
not only entertainingbut it is capable of holding
student attention while they learn important
concepts, attitudes and skills.
• Story tellingcould be a great for helping students
with their vivid metal images and creativity. A
good story can make the information more
meaningfuland memorable.
• It could be a very effective way to teach new
material/knowledge.
8. Transmedia+ storytelling
• Transmedia storytelling use each platform to
add something new to the overall narrative,
by offering background stories, changing the
perspective on an event or character through
different viewpoints, or continuing a story
arch that was left off in another medium.
• It could become twenty-first century learning
tool.
9. The problem at the moment.
• The creativity isn’t encouraged much at the moment, school
curriculum teaches more facts.
• Kids have knowledge how to use different technology such as
computers and second screen devices but schools haven’t adopted
these technologies. (These devices could help and encourage
students to be more creative).
• When schools don’t encourage creativity and focus on teaching just
facts and look creativity as something what isn’t a “real subject” or
as ” a big change to fail in life” could lead to that the kids wont be
confident enough to express their ideas as adults.
• Companies aren’tjust looking for a degree and the knowledge of
the facts but also creativity and innovation and ability to think out
side of the box.
10. Research
• The fast growth of the technology has changed the way kids learn and interact
with each other. The learning from the textbooks is shifting to the web and to
the hand held devices.
• This will make educators rethink and change the “old” ways of teaching into
something more engaging and memorable.
• Educators have to come up with new methods of teaching and adapt it to the
needs of the students.
• Using second screen devices have given a new challenges to the innovative
designers to connect the physical world and digital world with connected
objects (toys, game cards, activity/text books) also the trend of social tagging
and QR codes has become popular way to share the information and learn
new things.
11. Research
• Researches have found that when the content is scattered
across the different media platforms then it will help
students to construct the knowledge and get complex
messages through more meaningful, challenging and
technology-enhanced experiences.
• If the learning methods are constructed effectively,then
the educational program and the technology become one,
the core is the interaction between technology and story,
creating a deep, rich and memorable learning experience.
• Trough transmedia storytelling kids could learn about
creativity,curiosity, exploring, decision-making and
responsibility (trough the open ended games).
12. Research
• The cognitivetheory of multimedialearning was
popularised by the work of Richard E. Mayer and
other cognitive researchers who argue that
multimediasupports the way human brain learns.
• Multimedialearning is the new and innovative
way to learn, Richard E. Mayer points out, there
are many unresolved issues in multipleplatform
learning and research, which means that the
field continues to be wide open and should
provide a challengingand stimulatingarea of
research for many years to come.
13. Research
• According to Richard E. Mayer, one of the main
principle of multimediainstructionis to encourage the
learner to build a logical mental representationfrom
the presentedmaterial.
• The learner’s job is to make sense of the presented
material as an active participant,ultimately
constructingnew knowledge.
• The researches show that more simple and basic visual
design is actually more effectivethan a design with a
lot of detail. Most importantaspect is to focus on the
learning contentand less on the visual design issues.
14. Research-Transmedia learning
• Transmedia learning applies storytelling
techniques across multipleplatforms to create
immersiveeducationalexperiences that enable
entry and exit points for learning and teaching.
• A transmedia pedagogy allows learners and
content to flow fluidly across media platforms.
Students can enter their learning in a way that
meets their needs and educators can draw upon
the strengths of and maximizethe power of
individual platforms. - Laura Fleming
15. Research- Transmedia learning
• The digital (transmedia) technologies are
making knowledge available to everyone and
turning everyone into a creator as well as a
consumer.
• The technology also allows us to spread
knowledge across the globe, people can share
their stories and ideas and learn from others.
• Learning dosen’t only happen in a class room
any more.
16. Research- what needs to be done.
• Problem- big number of teachers are not used
to or comfortable using new technologies.
• Have to support, encourage and train the
teachers- how to use transmedia technologies
so it would make sense to them.
• Educators have to come up with new ways of
teaching on the transmedia platforms-new
innovative curriculum what doesn’t only exist
on the print.
17. Target group
• For my research I have chosen the targetgroup of kids 7-12.
• Usually children in Estonia start their elementary school at age of 7
• Most of 7 year old kids who start school are able to read and use
the multiple technologies such as TV, web, second screen devices
(tablets, smart phones) and textbooks.
• Why I chose this targetgroup is because kids usually have very good
imagination and sometimes schools can put more effort into
learning facts rather than creativity.
• When creativity is blocked by schools from the early age then later
on in life it will be more harder for kids to express their creativity
and be confident about their ideas. (That is why I believe that
creativity should encouraged from the early age
18. My aim
• Come up with a conclusionhow to connect meaningful
storytellingexperience across transmedia platforms
what will encourage and teach creativity.
• Do it trough the transmedia storytelling/learning.
• Come up with educationalgame on transmedia
platforms what will encourage creativity(
Multiplatformexperience - web, 2nd screen,connected
toys, social tagging, etc).
• Create a positive and interestingenvironment for
learning so kids would benefitfrom the learning
experience and would stay focused.
• Violence free games
19. Research question
• This research will focus on the educational games on
transmedia platforms as a learning tool.
• How transmeida learning could encourage creativity.
• I will explore the new and innovative ways to teach trough
the digital and physical world and how two worlds could be
connected.
• The goal of this research is how to encourage creative
thinking trough the storytelling on transmedia platforms.
• More detailed research questions will arise during the
study.
20. Method
• To gather informationI will constructinterviewsand
testswith kids and with the professionalswho work
with the kids (psychologist,teachers) and professional
people who work in transmeida industry.
• Read and follow research articles.
• Find out based on the research outcomes how to
constructan effectiveeducational game what will fit
into the elementary school curriculumwhat will teach
creativethinking skill.
• This research will be done by analyzing, interviewing
and experimenting(testing).
21. What I‘m doing
• Reading articles
• Sleepwalkers serious games workshop
• Avastusrada
• Creative classroom
22. Sleepwalkers serious games seminar
Sleepwalkers student film festival is organising a workshop
about serious games to the film students. The aim of the
workshop is to introduce the gaming world to the people
who don’t know about it but are curios how it all works.
We have participants from different companies who will talk
about the principles of the gaming world, how to create a
game, what is needed to create a came.
I will hopefully take part of it and will do a presentation, topic
will depend on what will be covered by the speakers. I
would like to talk about the transmeida learning.
26.11.2014from 10 am till 4pm everyone is welcome to join!
23. Avastusrada
• It is a web project mainly meant for students. The aim of
the project is to encourage kids to go out side and explore
different tracks for example the walking path in the forest,
botanical gardens, zoo etc and at the same time learn new
things depending where they are. It will work on the mobile
or tablet device as long there is internet. Participants have
to answer the questions about the track ( could cover
history, biology, geography) they will get the points for the
tasks.The data will be stored in the web, game will record
the track and answers. What could be analyzed after the
game.
• Im going to participate in that project by helping to come
up with the educational context for the game. The aim is
that kids would learn new knowledge and will stay focused.
24. Creative classroom
• Creative classroom is a project what will help
the teachers to adopt the digital and
innovative ways to teach in schools. The
project has partners from Finland, Slovenia
and Croatia who will help to train Estonian
teachers to use the digital technologies in
schools.
• Hopefully I can take part of this project.
• Not decided on what I’m going to do exactly.