Learning Analytics and how to use in educational or serious games for improving the use of the games
game traces
evidence based education
Talk at the Ecole Normal Superior, Lyon, France
“Create It” - “Share It” - “Game It”: The Case of a Web-based Digital Platfor...Game It
The International Academy of Technology, Education and Development (IATED) is an organisation dedicated to the promotion of international education and university cooperation in the field of Technology and Science. Through the organisation of different international events, it brings together institutions, bodies and organisations from different countries of the world for discussion and cooperation.
Serioug games as open educational resources. We present eAdventure and open code platform for creating SG and the new eAdventure 2.0 with HTML5 technoogies that we are developing now.
Learning Analytics and how to use in educational or serious games for improving the use of the games
game traces
evidence based education
Talk at the Ecole Normal Superior, Lyon, France
“Create It” - “Share It” - “Game It”: The Case of a Web-based Digital Platfor...Game It
The International Academy of Technology, Education and Development (IATED) is an organisation dedicated to the promotion of international education and university cooperation in the field of Technology and Science. Through the organisation of different international events, it brings together institutions, bodies and organisations from different countries of the world for discussion and cooperation.
Serioug games as open educational resources. We present eAdventure and open code platform for creating SG and the new eAdventure 2.0 with HTML5 technoogies that we are developing now.
Presentation, motivational speaking and training session that i did at IIE Rosebank College Polokwane to educators during educators lunch day. A day well spent.
"Designing Leadership Training in 3D Virtual Worlds"
Designing instructional events for virtual worlds requires new competencies for even the most experienced instructional systems designers. The environments, the courses, and the interactions are limited only by one’s imagination. Practice your emergency response to a virtual bioterrorism in a NY city subway with key players from around the world. Teach a medical student how to stop a heart attack from inside a virtual heart/classroom. Do old instructional design strategies even apply? In this highly interactive game-board session, we will see if Robert Gagné’s classic Nine Events of Instruction apply to 3D virtual worlds.
Virtual and Augmented Reality at School. Disruptive Innovation in Education.Carlos J. Ochoa Fernández
Virtual and Augmented Reality presentation at ICERI 2016 (International Congress of Education Research and Innovation). A profund analisys about the VR&AR technologies and their impact in Education Sector.
Event “Enhancing the skills of youth with learning disabilities” on 22 June 2...Karel Van Isacker
Event “Enhancing the skills of youth with learning disabilities” on 22 June 2018 – Brussels, Belgium
In the context of the “Intelligent Serious Games for Social and Cognitive Competence” project (ISG), we organised the event “Enhancing the skills of youth with learning disabilities” on 22 June 2018, in Brussels, Belgium.
The event highlighted a whole range of initiatives that have as common goal to enhance skills of youth with (learning) disabilities.
Target audience:
People with disabilities, and their families and friends
Teachers / Trainers / Tutors from inclusive and special education
Youth and disability organisations
Personal caregivers
ICT and AT experts
Program:
8.30-9.00: Registration and welcome
OPENING (9.00-9.30)
Opening + introduction to ISG – Karel Van Isacker (CEO, PhoenixKM)
SESSION 1 (9.30-10.30)
Increased independence for youth with learning disabilities
Chair: Jean-Marie Vanhove (inclusion expert)
9.30 – 10.00: More independence for youth with learning disabilities – EU context: Helga Stevens (N-VA), Member of the European Parliament, Vice-Chair ECR, Co-chair Disability Intergroup
10.00 – 10.20: Witness accounts of pilot participants
10.20 – 10.30: Discussion – questions
SESSION 2 (10.30 – 11.30)
Need for skills enhancements: A European perspective
Chair: Shervin Shirmohammadi, Sehir University, Turkey
10.30 – 10.50: EU Disability Policy: Inmaculada Placencia-Porrero (Deputy Head of Unit, for Rights of Persons with Disabilities within the Directorate General for Justice)
10.50 – 11.10: The need for skills training for people with disabilities: Mark Van Assche (TOLBO vzw)
11.10- 11.30: Discussion and questions
Break + exhibition (11.30 – 12.00)
SESSION 3: (12.00- 13.30)
Examples of how skills training is applied in various initiatives towards vulnerable groups
Chair: Petya Grudeva, MCA
12.00 – 12.20: Play2DO – MCA
12.20 – 12.40: Pathway+ and Speech pathology – Karel Van Isacker, PhoenixKM
12.40 – 13.00: Positive Leisure + Access Interact + ST4ALL – NARHU
13.00 – 13.30: Discussion and questions
Closing words by Jan Buysse, Managing Director vleva
Lunch (13.30 – 15.00)
Break and exhibition of wide range of inclusion oriented projects (13.30 – 15.00)
This project (2015-1-TR01-KA201-022247) has been funded with support from the European Commission (Erasmus+ Programme). This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.
Mobile learning- New Tools for a New CurriculumJohn Sloan
This presentation was made at the Pearson Celebrating a 21st Century Education Conference, November 2010.
It gives background research and exemplars of how mobile devices can be used to enhance 21st Century Maths and Science learning
The information in these slides was presented on February 14, 2018 during PETE&C 2018 in Hershey, PA by Louise Maine, K12 Team Member for The Source for Learning, Inc.
If you have been in education long enough, you have seen many trends come and go. Today's teachers are bombarded with trends to focus on, meeting content standards, yet reaching for what today’s students need (ISTE Student standards). One teacher examines the evolving learning environment while focusing on the empowered learning of her students.
Unleash creativity with Grandomastery! 🚀 www.Grandomastery.com is an Integrative Thinking Training Platform for educators, language learners, comedians, and more.
✨ **Unique Approach:**
Ditch traditional quizzes for daring creativity. Grandomastery values real-life experiences and original findings, fostering innovation and personal expression.
🌐 **Active Learning:**
Encouraging autonomy and active participation, Grandomastery turns learners into creators. Break free from banality with spontaneity and quick reactivity.
🎭 **Multi-Purpose & Randomized:**
Stand out with variety and abstractions. Explore 45 activity types with just two buttons - "CYCLE" and "RANDOM," ensuring novelty and spontaneity.
💡 **Modern Solutions:**
Addressing education challenges, Grandomastery provides integrative thinking exercises and non-standard interview evaluations. Say goodbye to outdated topics and generic stock photographs.
🌍 **Global Impact:**
HundrED recognizes Grandomastery's global movement, connecting educators and influencers to reshape education collaboratively.
🔗 **Human-Curated Excellence:**
Grandomastery's human-curated materials offer a unique AI-defying experience, evaluating various AI types for comprehensive learning.
⚙️ **Grandomastery Skills:**
Revolutionizing language learning, Grandomastery skills embrace randomness and spontaneity, fostering profound bonds between learners and languages.
🌈 **Beyond Language Learning:**
Impact extends beyond language learning, influencing serendipitous experiences in various activities.
🧠 **Cognitive Skills Focus:**
In a world where cognitive skills plateau, Grandomastery prioritizes higher-order and abstract thinking through unstandardized tasks.
👥 **Founder - Alexander Popov:**
Meet the visionary TESOL-certified educator with 18 years of experience, creating a CPD accredited Design Thinking platform for English learners.
Join the EduRevolution! Grandomastery - Where Creativity Meets Education. 🌟 #GrandomasteryRevolution #InnovativeLearning #EdutainmentHub #FutureOfEducation #TransformativeLearning #GlobalEdCommunity #GrandomasterySkills #HumanCuratedLearning
Grandomastery (www.Grandomastery.com) is an Integrative Thinking Training Platform designed for educators and advanced English language learners. Unlike traditional learning methods, Grandomastery places a strong emphasis on creativity, spontaneity, and real-life experiences.
Challenges in Education:
The modern education system faces several challenges, including a focus on "correct" answers, outdated textbook topics, insufficient speaking exercises, and a lack of creativity in educational resources. Grandomastery is positioned to address these issues.
Innovative Solutions:
Grandomastery offers a range of solutions, including:
- A constantly evolving platform with 45 randomized activity types.
- Integrative thinking exercises for language learners and native speakers.
- Non-standard interview exercises for evaluating creativity.
- Human-curated materials for maximum relevance.
- An accredited CPD platform providing certificates.
Unique Features:
Founded by Alexander Popov, a TESOL-certified educator with 18 years of experience, Grandomastery distinguishes itself through human-curated content, a unique focus on a novel skill ("grandomastery"), and the ability to evaluate various types of AI.
**Trend Impact:**
Grandomastery aligns with the rise of "grandomastery" as a unique skill, fostering improvisation and resourcefulness in language learning. It adapts to the increasing demand for creativity skills in the labor market.
**Market Impact:**
Addressing the decline in human IQs and the need for higher-order thinking, Grandomastery offers a versatile solution for educators, learners, and AI systems seeking a more creative and engaging approach to education.
Join Grandomastery in revolutionizing education by embracing creativity, spontaneity, and the power of randomness. With its innovative platform and commitment to reshaping learning experiences, Grandomastery is at the forefront of the movement towards a more innovative and intellectually stimulating future in education.
#Grandomastery #InnovativeLearning #EducationRevolution #CreativityInEducation #IntegrativeThinking #LanguageLearning #EdTech #CPDAccredited #HumanCuratedContent #HigherOrderThinking #FutureOfEducation #AIinEducation #CreativeSkills #SpontaneityInLearning #GrandomasteryPlatform #LanguageSkills #TrendInEducation #LearningRevolution #Edutainment #TeacherResources #CreativeTeaching #NovelSkill #EducationalInnovation #AIIntegration #LearningExperience #AlexanderPopov #CPDCertificates #RandomizedLearning #CriticalThinking #ResourcefulnessInEducation
Game play of “TacTec”, a frame game for developing an implementation plan – P...Pieter van der Hijden
Game play of “TacTec”, a frame game for developing an implementation plan; Pieter van der Hijden, Sofos Consultancy
Tactec originally was developed as a game to learn about the tactics of electronic commerce. However, as it was structured as a frame game, it could be loaded with a different content easily. It is now used most of the time as a frame game to develop a global implementation plan for a real case.
A full Tactec session requires half a day. In a condensed way and with some discipline from both the participants and the facilitators, it can be run in one hour.
The document describes an arbitrary case (i.e. boosting e-learning and distance learning at a university), the full instructions, and the outcomes of the one hour game run during ISAGA 2012.
A presentation about ICT committee introduction. The leaders of this ICT committee are Asha and Rohit. They both have jointly prepared and presented this report on 27/10/2020 at the occasion of committee introduction to semester 1 students, virtually organised by the department of English MK Bhavnagar University.
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.
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Similar to TAZ ActionTrack - Fun, engaging and experiential learning - April 2016
Presentation, motivational speaking and training session that i did at IIE Rosebank College Polokwane to educators during educators lunch day. A day well spent.
"Designing Leadership Training in 3D Virtual Worlds"
Designing instructional events for virtual worlds requires new competencies for even the most experienced instructional systems designers. The environments, the courses, and the interactions are limited only by one’s imagination. Practice your emergency response to a virtual bioterrorism in a NY city subway with key players from around the world. Teach a medical student how to stop a heart attack from inside a virtual heart/classroom. Do old instructional design strategies even apply? In this highly interactive game-board session, we will see if Robert Gagné’s classic Nine Events of Instruction apply to 3D virtual worlds.
Virtual and Augmented Reality at School. Disruptive Innovation in Education.Carlos J. Ochoa Fernández
Virtual and Augmented Reality presentation at ICERI 2016 (International Congress of Education Research and Innovation). A profund analisys about the VR&AR technologies and their impact in Education Sector.
Event “Enhancing the skills of youth with learning disabilities” on 22 June 2...Karel Van Isacker
Event “Enhancing the skills of youth with learning disabilities” on 22 June 2018 – Brussels, Belgium
In the context of the “Intelligent Serious Games for Social and Cognitive Competence” project (ISG), we organised the event “Enhancing the skills of youth with learning disabilities” on 22 June 2018, in Brussels, Belgium.
The event highlighted a whole range of initiatives that have as common goal to enhance skills of youth with (learning) disabilities.
Target audience:
People with disabilities, and their families and friends
Teachers / Trainers / Tutors from inclusive and special education
Youth and disability organisations
Personal caregivers
ICT and AT experts
Program:
8.30-9.00: Registration and welcome
OPENING (9.00-9.30)
Opening + introduction to ISG – Karel Van Isacker (CEO, PhoenixKM)
SESSION 1 (9.30-10.30)
Increased independence for youth with learning disabilities
Chair: Jean-Marie Vanhove (inclusion expert)
9.30 – 10.00: More independence for youth with learning disabilities – EU context: Helga Stevens (N-VA), Member of the European Parliament, Vice-Chair ECR, Co-chair Disability Intergroup
10.00 – 10.20: Witness accounts of pilot participants
10.20 – 10.30: Discussion – questions
SESSION 2 (10.30 – 11.30)
Need for skills enhancements: A European perspective
Chair: Shervin Shirmohammadi, Sehir University, Turkey
10.30 – 10.50: EU Disability Policy: Inmaculada Placencia-Porrero (Deputy Head of Unit, for Rights of Persons with Disabilities within the Directorate General for Justice)
10.50 – 11.10: The need for skills training for people with disabilities: Mark Van Assche (TOLBO vzw)
11.10- 11.30: Discussion and questions
Break + exhibition (11.30 – 12.00)
SESSION 3: (12.00- 13.30)
Examples of how skills training is applied in various initiatives towards vulnerable groups
Chair: Petya Grudeva, MCA
12.00 – 12.20: Play2DO – MCA
12.20 – 12.40: Pathway+ and Speech pathology – Karel Van Isacker, PhoenixKM
12.40 – 13.00: Positive Leisure + Access Interact + ST4ALL – NARHU
13.00 – 13.30: Discussion and questions
Closing words by Jan Buysse, Managing Director vleva
Lunch (13.30 – 15.00)
Break and exhibition of wide range of inclusion oriented projects (13.30 – 15.00)
This project (2015-1-TR01-KA201-022247) has been funded with support from the European Commission (Erasmus+ Programme). This communication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.
Mobile learning- New Tools for a New CurriculumJohn Sloan
This presentation was made at the Pearson Celebrating a 21st Century Education Conference, November 2010.
It gives background research and exemplars of how mobile devices can be used to enhance 21st Century Maths and Science learning
The information in these slides was presented on February 14, 2018 during PETE&C 2018 in Hershey, PA by Louise Maine, K12 Team Member for The Source for Learning, Inc.
If you have been in education long enough, you have seen many trends come and go. Today's teachers are bombarded with trends to focus on, meeting content standards, yet reaching for what today’s students need (ISTE Student standards). One teacher examines the evolving learning environment while focusing on the empowered learning of her students.
Unleash creativity with Grandomastery! 🚀 www.Grandomastery.com is an Integrative Thinking Training Platform for educators, language learners, comedians, and more.
✨ **Unique Approach:**
Ditch traditional quizzes for daring creativity. Grandomastery values real-life experiences and original findings, fostering innovation and personal expression.
🌐 **Active Learning:**
Encouraging autonomy and active participation, Grandomastery turns learners into creators. Break free from banality with spontaneity and quick reactivity.
🎭 **Multi-Purpose & Randomized:**
Stand out with variety and abstractions. Explore 45 activity types with just two buttons - "CYCLE" and "RANDOM," ensuring novelty and spontaneity.
💡 **Modern Solutions:**
Addressing education challenges, Grandomastery provides integrative thinking exercises and non-standard interview evaluations. Say goodbye to outdated topics and generic stock photographs.
🌍 **Global Impact:**
HundrED recognizes Grandomastery's global movement, connecting educators and influencers to reshape education collaboratively.
🔗 **Human-Curated Excellence:**
Grandomastery's human-curated materials offer a unique AI-defying experience, evaluating various AI types for comprehensive learning.
⚙️ **Grandomastery Skills:**
Revolutionizing language learning, Grandomastery skills embrace randomness and spontaneity, fostering profound bonds between learners and languages.
🌈 **Beyond Language Learning:**
Impact extends beyond language learning, influencing serendipitous experiences in various activities.
🧠 **Cognitive Skills Focus:**
In a world where cognitive skills plateau, Grandomastery prioritizes higher-order and abstract thinking through unstandardized tasks.
👥 **Founder - Alexander Popov:**
Meet the visionary TESOL-certified educator with 18 years of experience, creating a CPD accredited Design Thinking platform for English learners.
Join the EduRevolution! Grandomastery - Where Creativity Meets Education. 🌟 #GrandomasteryRevolution #InnovativeLearning #EdutainmentHub #FutureOfEducation #TransformativeLearning #GlobalEdCommunity #GrandomasterySkills #HumanCuratedLearning
Grandomastery (www.Grandomastery.com) is an Integrative Thinking Training Platform designed for educators and advanced English language learners. Unlike traditional learning methods, Grandomastery places a strong emphasis on creativity, spontaneity, and real-life experiences.
Challenges in Education:
The modern education system faces several challenges, including a focus on "correct" answers, outdated textbook topics, insufficient speaking exercises, and a lack of creativity in educational resources. Grandomastery is positioned to address these issues.
Innovative Solutions:
Grandomastery offers a range of solutions, including:
- A constantly evolving platform with 45 randomized activity types.
- Integrative thinking exercises for language learners and native speakers.
- Non-standard interview exercises for evaluating creativity.
- Human-curated materials for maximum relevance.
- An accredited CPD platform providing certificates.
Unique Features:
Founded by Alexander Popov, a TESOL-certified educator with 18 years of experience, Grandomastery distinguishes itself through human-curated content, a unique focus on a novel skill ("grandomastery"), and the ability to evaluate various types of AI.
**Trend Impact:**
Grandomastery aligns with the rise of "grandomastery" as a unique skill, fostering improvisation and resourcefulness in language learning. It adapts to the increasing demand for creativity skills in the labor market.
**Market Impact:**
Addressing the decline in human IQs and the need for higher-order thinking, Grandomastery offers a versatile solution for educators, learners, and AI systems seeking a more creative and engaging approach to education.
Join Grandomastery in revolutionizing education by embracing creativity, spontaneity, and the power of randomness. With its innovative platform and commitment to reshaping learning experiences, Grandomastery is at the forefront of the movement towards a more innovative and intellectually stimulating future in education.
#Grandomastery #InnovativeLearning #EducationRevolution #CreativityInEducation #IntegrativeThinking #LanguageLearning #EdTech #CPDAccredited #HumanCuratedContent #HigherOrderThinking #FutureOfEducation #AIinEducation #CreativeSkills #SpontaneityInLearning #GrandomasteryPlatform #LanguageSkills #TrendInEducation #LearningRevolution #Edutainment #TeacherResources #CreativeTeaching #NovelSkill #EducationalInnovation #AIIntegration #LearningExperience #AlexanderPopov #CPDCertificates #RandomizedLearning #CriticalThinking #ResourcefulnessInEducation
Game play of “TacTec”, a frame game for developing an implementation plan – P...Pieter van der Hijden
Game play of “TacTec”, a frame game for developing an implementation plan; Pieter van der Hijden, Sofos Consultancy
Tactec originally was developed as a game to learn about the tactics of electronic commerce. However, as it was structured as a frame game, it could be loaded with a different content easily. It is now used most of the time as a frame game to develop a global implementation plan for a real case.
A full Tactec session requires half a day. In a condensed way and with some discipline from both the participants and the facilitators, it can be run in one hour.
The document describes an arbitrary case (i.e. boosting e-learning and distance learning at a university), the full instructions, and the outcomes of the one hour game run during ISAGA 2012.
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Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
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Reverse Pharmacology.
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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)
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.
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
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