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City Expedition – explore
your environment by gaming
Finland
Comprehensive (upper level) and Upper Secondary Schools in Helsinki
Contact: riku.alkio@lentavaliitutaulu.fi
What is SmartFeet?
SmartFeet is an online platform
where teacher can create educational
games. During the games students
use their mobile devices to complete
a challenging set of tasks the teacher
has created. Mobile technology
allows us to move the learning
outside classroom while maintaining
a connection between teachers and
students.
#Game-based Learning
#Experiential Learning
#Mobile Learning
#Teamwork
City Expedition – Move learning beyond the
classroom
•  teacher-student interaction & real-time feedback
•  real world phenomena-based learning
•  collaboration
•  creative problem-solving
•  transform everyday environment into a
pedagogical playground
Why?
Games motivate and give you a certain freedom
to play a role during the game. Browser-based
application works on every educational stage,
and every subject taught in schools.
How?
1.  Choose a playground
2.  Upload a map
3.  Create exercises
4.  Start the game!
Why?
● It is important to learn how videos can be used as a
communicative tool
● Kids learn new ways to express themselves
● Kids develop their teamworking and skills while
working with short-term video projects
● Videos can be used in cross-curricular projects
● Cross-cultural learning and networking
● It’s fun!
LED-talks
Learning, Entertainment & Design
Finland we.learn.it/groups/led-talks
Contact: Pessi Raevaara pessi.raevaara@lohja.fi
Janne Lumme janne.lumme@lohja.fi
Kids study their environment and
produce short educative videos in
small groups. Videos are shared with
other participants and then used for
comparing, inspiring discussions and
making further studies.
How?
Teachers and students can follow our simple path
and use some useful tools.
Especially useful for…
● Kids from 6 to 17 years
● Elder pupils can tutor younger
ones in co-operation between
different year groups
Kids’ own statistics
Finland
http://tilastro.fi
Contact: hannu.korhonen@edu.hel.fi
Why? Because…
•  it makes learning statistics fun
•  you learn how to visualize data
•  you can explore your own environment
•  helps you to determine well-being indicators
•  you learn how to analyze the data and the quality
of the research
•  you get to work with other schools
In a nutshell:
Learning statistics is fun! Kids decide
what to measure, how to collect data,
visualize data and share results with
others.
How? Three steps:
1. Kids choose a subject of their interest
2. Kids collect data
3. Kids publish their findings
Especially useful for…
•  Kids aged 6-16
•  learning math, environmental
studies, art
•  conducting reasearches of the
school satisfaction and well-
being of the kids
7th Grade Magazine
Munkkiniemi Secondary School, Finnish-Russian School, The French Finnish School of
Helsinki, Finland
Contacts: pirjo.sallinen@hrsk.fi, marko.mononen@svk.edu.hel.fi,
pasi.andersson@munkka.fi, nina.salminen@munkka.fi
Why? Because…
•  being a reporter is fun
•  you learn to make good questions
and an interview
•  you learn how to write an article
•  you learn to interact with adults in a
new environment
•  you get familiar with real working
life and different professions
•  you get to know a local company
In a nutshell:
Kids learn about different
professions. They visit a company,
learn about different jobs and how
to do interviews. In the end they
compile a blog magazine.
How? The steps:
1. Students visit a local company
2. After the visit they learn how to do
an interview
3. Students visit the company again
and interview people in different
professions
4. Students write articles about their
interviews and publish them online
5. Project evaluation and sharing
results with others
Especially useful for…
•  Kids aged 12 and more
•  learning writing and
communication skills
•  conducting online magazine for
students, parents, school and
company needs
•  learning to use mobile devices
for educational purposes
“Be a science journalist”
Munkkiniemi Secondary School, The French-Finnish School of Helsinki
nina.salminen@munkka.fi, pasi.andersson@munkka.fi,
salla.pohjola@munkka.fi, maarika.toivonen@hrsk.fi
What?
Young science journalists work for
the whole day making stories and
shooting videos of their favorite
topics at a science event and publish
a report on their findings.
How?
➢  pupils choose a subject of their interest
➢  pupils collect information by interviews
➢  different tools are used like tablets, smartphones
➢  pupils write a report and publish it online on the same day
Why?
•  to get acquainted with tools and technologies
•  to improve communication skills
•  to learn how to work independently on larger
topics
•  to learn to collect information and focus on
essential issues
•  to disseminate information by making a report
•  learning by exploration is fun!!
Destination Puerto Rico
Participants are from the following high schools in Finland: Järvenpään lukio,
Kastellin lukio, Kaurialan lukio and Suomalaisen yhteiskoulun lukio.
Students make short movies with a hint of humor.
Doing together is having fun together!
Seeing the world and meeting professionals
motivates the students.
EXPLORING the world
SCIENCE is on focus
Learning is FUN!
Students visit local research centers and facilities.
They make scientific measurements in Aruba.
Students write studies on their topics.
Students visit Puerto Rico’s university and sights.
Students interested in natural sciences study
together how spaceweather affects on us.
Real expert help to planning, doing and guiding the
expedition to Puerto Rico.
We Learn Design!
we.learn.it/groups/we-learn-design
contact: natalie.gaudet@aalto.fi
andrew.clutterbuck@aalto.fi
● Driving real change requires ability to see
what others don’t see, and coming up
with unconventional solutions.
● Learn the right methodologies and tools
for driving real change.
● Develop your problem solving and team work skills
and make it a meaningful project.
Observe, learn, communicate -
change requires new ways of
thinking!
● Test group age 16-19
● Portable to any kind of a
community or to a different age
group
● Can be scaled from a few hours
workshop all the way to a wider
and more profound workshop
including sponsor based projects.
iGAMESchools –Kulturama Sundbyberg,
Kärrdalsskolan, Sollentuna, NTGymnasiet,
Järfälla, Kista gymnasium
What WE learned
There is a natural difference between learning
patterns for secondary school vs gymnasium
students, but it is not as big as expected - both
groups could complete the project successfully.
There is less“resistance”to simulated 3D
environments than expected - through informal
interviews with students, familiarity with 3D through
games is cited as the main factor explaining that
teenagers find it familiar and exciting.
Group work - students working in groups of 2-3
persons showed the best learning pattern.
The tools used
Unity engine from Unity Technologies, one of the
most powerful and game industry standard
development environments
Conclusion
•  the iGames projectis able to create
a sustainable framework for
innovative ICT use in the classroom.
•  Creative ICT tools allow to broaden
the scope of possibilities in a
project-oriented instruction
•  The“technological maturity”level is
extremely high among teenagers,
facilitating the integration of
advanced ICT tools in the classroom
•  The project is easily reproducible in
school environments
•  The project is flexible enough to
create an integration framework
that can be used for any school
subject
•  Project results are reusable -
basically, students create teaching
material that can be then used in
order to add content (one more
room?? One more floor?)
•  Project framework can be
condensed (teacher supplying the
pre-fabs and the students adding
content)
•  The role of the teacher is central in
making this project successful.
Teacher training is critical in order
to teach the students, feel
comfortable with the“technology
layer”and providing students with
the necessary assistance in the
classroom.
Schools – Raoul Wallenberg skolan (RWS Bromma), Kulturama
Sundbyberg, Kärrdalsskolan, Sollentuna,
NT-Gymnasiet, Järfälla, Kista gymnasium
What to explore?
Expanding their knowledge about the museums’objects
and narratives.
Freedom of choice on topic of their interest.
Use provided ICT tools for more investigation on their
topic of interest in addition to the existing resources at
the physical location ( texts, audio guides, guide )
They will learn how to communicate their findings with
other students.
•  Innovative use of Museum space,
objects and tools.
•  Interactions for deep learning and
social interaction for students
using ICT
•  Explorative, hands on and deep
learning activity using ICT.
Activities
- Select the item or person in museum
(ex Nobel prizewinner) you find most
interesting/important.
- Document facts about why it is
important (he/she won the prize)
- Search the web for additional
information if you need.
- Ask the museum guides for additional
information if you miss something.
- Report findings in a 1-3 minutes video
narrative:
- - - a) Who you selected?
- - - b) Why?
- - - c) The impact of this persons’
discovery/activity for the world?
- - - d) The impact of this persons’
discovery/activity for you?
Transferability
Potential follow-up activities: this LE can be used in any museum
or science center in Europe. Output that may be used in other
projects, with potential variations for adaptation in other contexts
A School Partnership
Greece: Primary School of Neochorouda
Web: dneocho@sch.gr
Contact: lionkathrin@gmail.com
Representative: Ms Katerina Diamadopoulou
Why? Because pupils
ü  get educated about the values of :
§  mutual help
§  solidarity
§  cooperation
§  social responsibility
ü  familiarise with the sense of self-management
ü  socialise within the school life
ü  get in the shoes of professional
In a nutshell:
Children discover, act, become
motivated and acquire knowledge
through experiential learning.
How? With 8 projects
1)  School canteen
2)  Shop for pupils
3)  Our worksite
4)  Growing a vegetable garden
5)  Fully digital library
6)  Radio station
7)  Film Club
8)  Store for deprived families
Thematic areas
language
mathematics
Social and political education
art
Career Counseling &
EmploymentGreece: 6th Lyceum of Nea Ionia
Website: http://6lyk-n-ionias.att.sch.gr
Blog: blogs.sch.gr/ikourkoula
Representative: Mr Ilias Kourkoulakos
E-press: http://schoolpress.sch.gr/6lykion/
WHY?
• Students need to have new knowledge about
professions and unemployment.
• The problem of unemployment has a solution
through entrepreneurship
• Students have the opportunity to explore their
own characteristics.
• Students need to develop job searching and
applying skills.
• It fosters communication between:
§  students and teachers.
§  our school and the external
community.
Students have the opportunity to
acquire new and invaluable
knowledge and behavior, to design
their future in a very difficult
environment, as that of our present
world.
• Interviews simulation and CV creation
• Seminar about cinema and movie making,
making a business plan
• Visit to a School of Cinematography, a radio
station and a company
• Designing a company with the aid of social
media
• A school electronic newspaper
(http://schoolpress.sch.gr/6lykion).
• Blog writing
• Radio broadcasting
• TV programmes and videos productions
• Theatre performances
HOW?
Principles of the project:
• enthusiasm and faith.
• courage and self- confidence.
• belief to themselves and to people.
• free thought.
• love about the job.
• love about the change because…
human lives in the past, in the present
and in the future the same time!!!
Design for change – France
100 teachers/2000 kids
The challenge asks children to do four very simple things:
Children and adults learn through the Design for Change Challenge
that “I Can” are the two most powerful words a person can
believe. Children who have discovered this are changing their
world.
The example of Malika’s classroom (6 years
old kids) :
FEEL: The children realized that the elderly
were feeling lonely
IMAGINE: Teach the elderly how to use
ipads and tweet with them
DO: Go to the Home ot meet the elderly,
learn to read with them and teach them
how to fear less new technologies
SHARE: Create a vidéo to share the story
and inspire other kids
FEEL IMAGINE DO SHARE
5 expedition posters

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5 expedition posters

  • 1. City Expedition – explore your environment by gaming Finland Comprehensive (upper level) and Upper Secondary Schools in Helsinki Contact: riku.alkio@lentavaliitutaulu.fi What is SmartFeet? SmartFeet is an online platform where teacher can create educational games. During the games students use their mobile devices to complete a challenging set of tasks the teacher has created. Mobile technology allows us to move the learning outside classroom while maintaining a connection between teachers and students. #Game-based Learning #Experiential Learning #Mobile Learning #Teamwork City Expedition – Move learning beyond the classroom •  teacher-student interaction & real-time feedback •  real world phenomena-based learning •  collaboration •  creative problem-solving •  transform everyday environment into a pedagogical playground Why? Games motivate and give you a certain freedom to play a role during the game. Browser-based application works on every educational stage, and every subject taught in schools. How? 1.  Choose a playground 2.  Upload a map 3.  Create exercises 4.  Start the game!
  • 2. Why? ● It is important to learn how videos can be used as a communicative tool ● Kids learn new ways to express themselves ● Kids develop their teamworking and skills while working with short-term video projects ● Videos can be used in cross-curricular projects ● Cross-cultural learning and networking ● It’s fun! LED-talks Learning, Entertainment & Design Finland we.learn.it/groups/led-talks Contact: Pessi Raevaara pessi.raevaara@lohja.fi Janne Lumme janne.lumme@lohja.fi Kids study their environment and produce short educative videos in small groups. Videos are shared with other participants and then used for comparing, inspiring discussions and making further studies. How? Teachers and students can follow our simple path and use some useful tools. Especially useful for… ● Kids from 6 to 17 years ● Elder pupils can tutor younger ones in co-operation between different year groups
  • 3. Kids’ own statistics Finland http://tilastro.fi Contact: hannu.korhonen@edu.hel.fi Why? Because… •  it makes learning statistics fun •  you learn how to visualize data •  you can explore your own environment •  helps you to determine well-being indicators •  you learn how to analyze the data and the quality of the research •  you get to work with other schools In a nutshell: Learning statistics is fun! Kids decide what to measure, how to collect data, visualize data and share results with others. How? Three steps: 1. Kids choose a subject of their interest 2. Kids collect data 3. Kids publish their findings Especially useful for… •  Kids aged 6-16 •  learning math, environmental studies, art •  conducting reasearches of the school satisfaction and well- being of the kids
  • 4. 7th Grade Magazine Munkkiniemi Secondary School, Finnish-Russian School, The French Finnish School of Helsinki, Finland Contacts: pirjo.sallinen@hrsk.fi, marko.mononen@svk.edu.hel.fi, pasi.andersson@munkka.fi, nina.salminen@munkka.fi Why? Because… •  being a reporter is fun •  you learn to make good questions and an interview •  you learn how to write an article •  you learn to interact with adults in a new environment •  you get familiar with real working life and different professions •  you get to know a local company In a nutshell: Kids learn about different professions. They visit a company, learn about different jobs and how to do interviews. In the end they compile a blog magazine. How? The steps: 1. Students visit a local company 2. After the visit they learn how to do an interview 3. Students visit the company again and interview people in different professions 4. Students write articles about their interviews and publish them online 5. Project evaluation and sharing results with others Especially useful for… •  Kids aged 12 and more •  learning writing and communication skills •  conducting online magazine for students, parents, school and company needs •  learning to use mobile devices for educational purposes
  • 5. “Be a science journalist” Munkkiniemi Secondary School, The French-Finnish School of Helsinki nina.salminen@munkka.fi, pasi.andersson@munkka.fi, salla.pohjola@munkka.fi, maarika.toivonen@hrsk.fi What? Young science journalists work for the whole day making stories and shooting videos of their favorite topics at a science event and publish a report on their findings. How? ➢  pupils choose a subject of their interest ➢  pupils collect information by interviews ➢  different tools are used like tablets, smartphones ➢  pupils write a report and publish it online on the same day Why? •  to get acquainted with tools and technologies •  to improve communication skills •  to learn how to work independently on larger topics •  to learn to collect information and focus on essential issues •  to disseminate information by making a report •  learning by exploration is fun!!
  • 6. Destination Puerto Rico Participants are from the following high schools in Finland: Järvenpään lukio, Kastellin lukio, Kaurialan lukio and Suomalaisen yhteiskoulun lukio. Students make short movies with a hint of humor. Doing together is having fun together! Seeing the world and meeting professionals motivates the students. EXPLORING the world SCIENCE is on focus Learning is FUN! Students visit local research centers and facilities. They make scientific measurements in Aruba. Students write studies on their topics. Students visit Puerto Rico’s university and sights. Students interested in natural sciences study together how spaceweather affects on us. Real expert help to planning, doing and guiding the expedition to Puerto Rico.
  • 7. We Learn Design! we.learn.it/groups/we-learn-design contact: natalie.gaudet@aalto.fi andrew.clutterbuck@aalto.fi ● Driving real change requires ability to see what others don’t see, and coming up with unconventional solutions. ● Learn the right methodologies and tools for driving real change. ● Develop your problem solving and team work skills and make it a meaningful project. Observe, learn, communicate - change requires new ways of thinking! ● Test group age 16-19 ● Portable to any kind of a community or to a different age group ● Can be scaled from a few hours workshop all the way to a wider and more profound workshop including sponsor based projects.
  • 8. iGAMESchools –Kulturama Sundbyberg, Kärrdalsskolan, Sollentuna, NTGymnasiet, Järfälla, Kista gymnasium What WE learned There is a natural difference between learning patterns for secondary school vs gymnasium students, but it is not as big as expected - both groups could complete the project successfully. There is less“resistance”to simulated 3D environments than expected - through informal interviews with students, familiarity with 3D through games is cited as the main factor explaining that teenagers find it familiar and exciting. Group work - students working in groups of 2-3 persons showed the best learning pattern. The tools used Unity engine from Unity Technologies, one of the most powerful and game industry standard development environments Conclusion •  the iGames projectis able to create a sustainable framework for innovative ICT use in the classroom. •  Creative ICT tools allow to broaden the scope of possibilities in a project-oriented instruction •  The“technological maturity”level is extremely high among teenagers, facilitating the integration of advanced ICT tools in the classroom •  The project is easily reproducible in school environments •  The project is flexible enough to create an integration framework that can be used for any school subject •  Project results are reusable - basically, students create teaching material that can be then used in order to add content (one more room?? One more floor?) •  Project framework can be condensed (teacher supplying the pre-fabs and the students adding content) •  The role of the teacher is central in making this project successful. Teacher training is critical in order to teach the students, feel comfortable with the“technology layer”and providing students with the necessary assistance in the classroom.
  • 9. Schools – Raoul Wallenberg skolan (RWS Bromma), Kulturama Sundbyberg, Kärrdalsskolan, Sollentuna, NT-Gymnasiet, Järfälla, Kista gymnasium What to explore? Expanding their knowledge about the museums’objects and narratives. Freedom of choice on topic of their interest. Use provided ICT tools for more investigation on their topic of interest in addition to the existing resources at the physical location ( texts, audio guides, guide ) They will learn how to communicate their findings with other students. •  Innovative use of Museum space, objects and tools. •  Interactions for deep learning and social interaction for students using ICT •  Explorative, hands on and deep learning activity using ICT. Activities - Select the item or person in museum (ex Nobel prizewinner) you find most interesting/important. - Document facts about why it is important (he/she won the prize) - Search the web for additional information if you need. - Ask the museum guides for additional information if you miss something. - Report findings in a 1-3 minutes video narrative: - - - a) Who you selected? - - - b) Why? - - - c) The impact of this persons’ discovery/activity for the world? - - - d) The impact of this persons’ discovery/activity for you? Transferability Potential follow-up activities: this LE can be used in any museum or science center in Europe. Output that may be used in other projects, with potential variations for adaptation in other contexts
  • 10. A School Partnership Greece: Primary School of Neochorouda Web: dneocho@sch.gr Contact: lionkathrin@gmail.com Representative: Ms Katerina Diamadopoulou Why? Because pupils ü  get educated about the values of : §  mutual help §  solidarity §  cooperation §  social responsibility ü  familiarise with the sense of self-management ü  socialise within the school life ü  get in the shoes of professional In a nutshell: Children discover, act, become motivated and acquire knowledge through experiential learning. How? With 8 projects 1)  School canteen 2)  Shop for pupils 3)  Our worksite 4)  Growing a vegetable garden 5)  Fully digital library 6)  Radio station 7)  Film Club 8)  Store for deprived families Thematic areas language mathematics Social and political education art
  • 11. Career Counseling & EmploymentGreece: 6th Lyceum of Nea Ionia Website: http://6lyk-n-ionias.att.sch.gr Blog: blogs.sch.gr/ikourkoula Representative: Mr Ilias Kourkoulakos E-press: http://schoolpress.sch.gr/6lykion/ WHY? • Students need to have new knowledge about professions and unemployment. • The problem of unemployment has a solution through entrepreneurship • Students have the opportunity to explore their own characteristics. • Students need to develop job searching and applying skills. • It fosters communication between: §  students and teachers. §  our school and the external community. Students have the opportunity to acquire new and invaluable knowledge and behavior, to design their future in a very difficult environment, as that of our present world. • Interviews simulation and CV creation • Seminar about cinema and movie making, making a business plan • Visit to a School of Cinematography, a radio station and a company • Designing a company with the aid of social media • A school electronic newspaper (http://schoolpress.sch.gr/6lykion). • Blog writing • Radio broadcasting • TV programmes and videos productions • Theatre performances HOW? Principles of the project: • enthusiasm and faith. • courage and self- confidence. • belief to themselves and to people. • free thought. • love about the job. • love about the change because… human lives in the past, in the present and in the future the same time!!!
  • 12. Design for change – France 100 teachers/2000 kids The challenge asks children to do four very simple things: Children and adults learn through the Design for Change Challenge that “I Can” are the two most powerful words a person can believe. Children who have discovered this are changing their world. The example of Malika’s classroom (6 years old kids) : FEEL: The children realized that the elderly were feeling lonely IMAGINE: Teach the elderly how to use ipads and tweet with them DO: Go to the Home ot meet the elderly, learn to read with them and teach them how to fear less new technologies SHARE: Create a vidéo to share the story and inspire other kids FEEL IMAGINE DO SHARE