On National Teacher Day, meet the 2024-25 Kenan Fellows
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