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Team Action Zone (TAZ)
ActionTrack
Learning made
fun, engaging and experiential
April 2016
Why TAZ?
● Preferred solution provider for
location-based experiences
– Corporate events
– Mobile learning
● Innovator of the multi-purpose
ActionTrack platform
– Multiple ways to use, fun & serious
– Designed for several customer
segments
– One app to experience everything
TAZ – Brief history
● 2010: TAZ start-up was founded
● 2011: TAZ received Quality Innovation Award from the President of Finland
● 2012: TAZ TrezrHunt game was chosen as the Finnish Sports Product of the
year 2011
● 2013-2015: ActionTrack platform is available for licensing globally in several
customer segments. In 2015, TAZ has licensees in over 40 countries.
● 2014-2015: TAZ Go Team (white label use of ActionTrack) is the best-selling
product in the world's largest event organizer network, Catalyst Global
– See http://www.goteam.guru and http://treasuretrails.london/
● 2015: TAZ ActionTrack is used in all levels of education in Finland (primary to
adult)
– TAZ has also signed the first deals with global sales and content partners
ActionTrack
● ActionTrack is a service that allows TAZ partners to create
various activities that are experienced with mobile devices.
ActionTrack web tool
● ActionTrack offers easy-to-use
graphical web tool for creating,
publishing, monitoring and analyzing
the activities.
ActionTrack mobile app
● Users can join all activities using just
one free-to-install app available for
iOS/Android phones and tablets.
ActionTrack in four steps
Multi-purpose platform

With ActionTrack you can create any
type of dynamic experiences, for
example:
• Interactive multimedia
• Tests and puzzles
• Real-time competitions
• Interactive stories
• Games & adventures
• Location-based experiences like
treasure hunts, campus guides,
guided walks, data collection and
so on
Platform with many stregths
User interaction & experience
● User may activate various multimedia experiences by:
– Clicking on icons on the mobile phone / tablet screen
– Scanning QR-codes
– Going to specific places (GPS checkpoints)
● ActionTrack multimedia experience may include e.g.:
– Series of info and answer screens
– Different storylines based on user actions/answers
– Dynamic change of the content and options at any time
– Guidance to specific places outdoors (arrow & map)
– Interaction between the organizer and the users (real-time results,
chat, evaluation, feedback, exchage of virtual objects and so on)
Screenshots (web tool)
Template editor Task/multimedia editor
Users' answers view Answer statistics view
Screenshots (mobile app)
Gamification
● ActionTrack offers various
ways to build fun and
engaging elements to
activities via
”gamification”.
● The basic ActionTrack
features enabling
gamification are listed on
the right.
– Interactive multimedia
– Points
– Timekeeping
– Randomness
– Virtual objects
– Conditional access (levels)
– User decisions
– Goals
– Results
– Ranking lists
– Rules and logical entities
– Surprises
– Chat
Interactive stories
● ActionTrack enables creation of
versatile interactive stories
– Users are placed within a story – their
decisions affect the storyline
– One can create stories to be
experienced both indoors and outdoors
– Stories may be location-based or
location-independent (=one can
experience them anywhere)
– Create an interactive story yourself or
contact TAZ & partners for tailor-made
exclusive stories
Story examples
● ”My Day as a Rabbit”: A mini-
adventure targeted at elementary
schools. By performing different types
of small tasks, you will learn
interesting facts about the lives of
rabbits and hares.
● ”Captain Sully's Treasure Map”: Time
machine takes you to the past where
your goal is to go through deserts,
forests, valleys and other places and
find the treasure of the pirates.
● “The Man Who Died Twice” is a
complicated murder mystery targeted
for adults and older students.
ActionTrack in school education
● Schools are using ActionTrack for:
● Adding physical exercise to learning
● Gamification
● Phenomenon-based learning (mixing
subjects)
● Teamworking (social skills development)
● Offering fun and motivating ”breaks” from
conventional learning
● Further reasons to use ActionTrack:
● Co-teaching
● Differentiation
● Supportive teaching
● Additional teaching
DIY and professional content
● ActionTrack allows teachers (and students) to create
various learning activities themselves (DIY)
● The is also professionally made content available for
ActionTrack, for example ”Exercise Ace” books with QR
codes that activate physical exercise games. Professional
content may be purchased/ordered from TAZ partners.
Further information – www.taz.fi
kari.laurila@taz.fi tommi.haakana@taz.fi
Additional material
ActionTrack use examples in Finland
● The following pages list use
examples of ActionTrack in Finnish
primary schools, high schools and
universities during 2014-2015.
Primary Schools
● City orienteerings & multimedia orienteerings (finding
places based on various clues and getting familiar with the
environment)
Primary Schools
● Motivating pupils to learn via gamification (collecting
points and awards from challenges and tasks)
● Bringing team work and physical
exercise as part of learning other
subjects, such as mathematics and
languages
● Taking theory into practice by taking
class outdoors to visit actual physical
locations (buildings, plants)
– Teaching history and biology by
experiencing
Primary Schools
● Guidance to a specific place (e.g. a sports venue)
Primary Schools
● Providing school area safety information for pupils and
staff (e.g. meeting points and location of safety equipment)
● Engaging way to offer physical and health
education classes
● Phenomenom-based learning (learning by doing)
● Converting normal class to ActionTrack class
(variation to normal school day)
● International cooperation with other schools
(creating activities for visiting schools)
Primary Schools
● Guided route taking pupils to visit different places to collect
practical information
● Getting familiar with school buildings, area and its surroundings
(for example open days for visitors)
● Organizing a class with several activity
checkpoints that pupil teams visit guided
by ActionTrack
● Exams with results available immediately
● Mixing several subjects into one learning
experience
● Easy collection of feedback
● Orientation through adventure
Primary Schools
● Audio guides
● ActionTrack learning experiences provided by third parties
● Case example: Competition for pupil teams from several
schools, who developed learning games for each others
– Process description:
● Teachers described the basic capabilities of
ActionTrack
● Pupils designed the game logic on paper
● Teachers gave feedback to the game designs
● Pupils started to develop the game with
ActionTrack web tool
● Teachers assisted pupils in the implementation
● Pupils tested the games in practice
● Teachers published the games for everybody
High Schools and Universities
● Information of points of interests on domestic and
international field trips
High Schools and Universities
● Learning by applying theory in practice
● Collection of feedback
● Different way to carry out teaching
and exams
● Experience tool for adventure and
travel education
● Research tool for data collection and
analysis
High Schools and Universities
● Campus and surrounding area introduction for exchange
students
High Schools and Universities
● Walking meetings to wake up and inspire the participants
● Team formation using both ActionTrack web tool and
mobile application
● Campus area guide and
guidance
● Tool for teacher education
● Experience application for
various events organized
by student associations
● Induction training for staff

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TAZ ActionTrack - Fun, engaging and experiential learning - April 2016

  • 1. Team Action Zone (TAZ) ActionTrack Learning made fun, engaging and experiential April 2016
  • 2. Why TAZ? ● Preferred solution provider for location-based experiences – Corporate events – Mobile learning ● Innovator of the multi-purpose ActionTrack platform – Multiple ways to use, fun & serious – Designed for several customer segments – One app to experience everything
  • 3. TAZ – Brief history ● 2010: TAZ start-up was founded ● 2011: TAZ received Quality Innovation Award from the President of Finland ● 2012: TAZ TrezrHunt game was chosen as the Finnish Sports Product of the year 2011 ● 2013-2015: ActionTrack platform is available for licensing globally in several customer segments. In 2015, TAZ has licensees in over 40 countries. ● 2014-2015: TAZ Go Team (white label use of ActionTrack) is the best-selling product in the world's largest event organizer network, Catalyst Global – See http://www.goteam.guru and http://treasuretrails.london/ ● 2015: TAZ ActionTrack is used in all levels of education in Finland (primary to adult) – TAZ has also signed the first deals with global sales and content partners
  • 4. ActionTrack ● ActionTrack is a service that allows TAZ partners to create various activities that are experienced with mobile devices. ActionTrack web tool ● ActionTrack offers easy-to-use graphical web tool for creating, publishing, monitoring and analyzing the activities. ActionTrack mobile app ● Users can join all activities using just one free-to-install app available for iOS/Android phones and tablets.
  • 6. Multi-purpose platform  With ActionTrack you can create any type of dynamic experiences, for example: • Interactive multimedia • Tests and puzzles • Real-time competitions • Interactive stories • Games & adventures • Location-based experiences like treasure hunts, campus guides, guided walks, data collection and so on
  • 8. User interaction & experience ● User may activate various multimedia experiences by: – Clicking on icons on the mobile phone / tablet screen – Scanning QR-codes – Going to specific places (GPS checkpoints) ● ActionTrack multimedia experience may include e.g.: – Series of info and answer screens – Different storylines based on user actions/answers – Dynamic change of the content and options at any time – Guidance to specific places outdoors (arrow & map) – Interaction between the organizer and the users (real-time results, chat, evaluation, feedback, exchage of virtual objects and so on)
  • 9. Screenshots (web tool) Template editor Task/multimedia editor Users' answers view Answer statistics view
  • 11. Gamification ● ActionTrack offers various ways to build fun and engaging elements to activities via ”gamification”. ● The basic ActionTrack features enabling gamification are listed on the right. – Interactive multimedia – Points – Timekeeping – Randomness – Virtual objects – Conditional access (levels) – User decisions – Goals – Results – Ranking lists – Rules and logical entities – Surprises – Chat
  • 12. Interactive stories ● ActionTrack enables creation of versatile interactive stories – Users are placed within a story – their decisions affect the storyline – One can create stories to be experienced both indoors and outdoors – Stories may be location-based or location-independent (=one can experience them anywhere) – Create an interactive story yourself or contact TAZ & partners for tailor-made exclusive stories
  • 13. Story examples ● ”My Day as a Rabbit”: A mini- adventure targeted at elementary schools. By performing different types of small tasks, you will learn interesting facts about the lives of rabbits and hares. ● ”Captain Sully's Treasure Map”: Time machine takes you to the past where your goal is to go through deserts, forests, valleys and other places and find the treasure of the pirates. ● “The Man Who Died Twice” is a complicated murder mystery targeted for adults and older students.
  • 14. ActionTrack in school education ● Schools are using ActionTrack for: ● Adding physical exercise to learning ● Gamification ● Phenomenon-based learning (mixing subjects) ● Teamworking (social skills development) ● Offering fun and motivating ”breaks” from conventional learning ● Further reasons to use ActionTrack: ● Co-teaching ● Differentiation ● Supportive teaching ● Additional teaching
  • 15. DIY and professional content ● ActionTrack allows teachers (and students) to create various learning activities themselves (DIY) ● The is also professionally made content available for ActionTrack, for example ”Exercise Ace” books with QR codes that activate physical exercise games. Professional content may be purchased/ordered from TAZ partners.
  • 16. Further information – www.taz.fi kari.laurila@taz.fi tommi.haakana@taz.fi
  • 18. ActionTrack use examples in Finland ● The following pages list use examples of ActionTrack in Finnish primary schools, high schools and universities during 2014-2015.
  • 19. Primary Schools ● City orienteerings & multimedia orienteerings (finding places based on various clues and getting familiar with the environment)
  • 20. Primary Schools ● Motivating pupils to learn via gamification (collecting points and awards from challenges and tasks) ● Bringing team work and physical exercise as part of learning other subjects, such as mathematics and languages ● Taking theory into practice by taking class outdoors to visit actual physical locations (buildings, plants) – Teaching history and biology by experiencing
  • 21. Primary Schools ● Guidance to a specific place (e.g. a sports venue)
  • 22. Primary Schools ● Providing school area safety information for pupils and staff (e.g. meeting points and location of safety equipment) ● Engaging way to offer physical and health education classes ● Phenomenom-based learning (learning by doing) ● Converting normal class to ActionTrack class (variation to normal school day) ● International cooperation with other schools (creating activities for visiting schools)
  • 23. Primary Schools ● Guided route taking pupils to visit different places to collect practical information ● Getting familiar with school buildings, area and its surroundings (for example open days for visitors) ● Organizing a class with several activity checkpoints that pupil teams visit guided by ActionTrack ● Exams with results available immediately ● Mixing several subjects into one learning experience ● Easy collection of feedback ● Orientation through adventure
  • 24. Primary Schools ● Audio guides ● ActionTrack learning experiences provided by third parties ● Case example: Competition for pupil teams from several schools, who developed learning games for each others – Process description: ● Teachers described the basic capabilities of ActionTrack ● Pupils designed the game logic on paper ● Teachers gave feedback to the game designs ● Pupils started to develop the game with ActionTrack web tool ● Teachers assisted pupils in the implementation ● Pupils tested the games in practice ● Teachers published the games for everybody
  • 25. High Schools and Universities ● Information of points of interests on domestic and international field trips
  • 26. High Schools and Universities ● Learning by applying theory in practice ● Collection of feedback ● Different way to carry out teaching and exams ● Experience tool for adventure and travel education ● Research tool for data collection and analysis
  • 27. High Schools and Universities ● Campus and surrounding area introduction for exchange students
  • 28. High Schools and Universities ● Walking meetings to wake up and inspire the participants ● Team formation using both ActionTrack web tool and mobile application ● Campus area guide and guidance ● Tool for teacher education ● Experience application for various events organized by student associations ● Induction training for staff