mathematics blended augmented game (milage)

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MILAGE -MathematIcs bLended Augmented GamE

INTERACTIVE MATHEMATICS BY IMPLEMENTING A BLENDED-LEARNING MODEL WITH

AUGMENTED REALITY AND GAME BOOKS

http://milage.ualg.pt/?page_id=559

Alicia González-Pérez aliciagp@unex.es

Universidade de Extremadura

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Background Partners Project goals and deliverables Methodologies implemented at the project

Augmented RealityGamificationProcess to create videos and other resources

to e-books

Programme

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3 Algarve University. Mauro Figueiredo, Coordinator Nélia Amado, Co-Coordinator Susana Carreira Conceição Ribeiro José Rodrigues João Rodrigues Pedro Cardoso José Bidarra, Open University, Lisbon

Partners (Portugal)

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4 Escola Secundária Pinheiro e Rosa (10th-12th grade). António Caetano, Coordinator Célia Xavier, Co-Coordinator Palmira Ferreira Liliete Santos Courses within studies:

Secondary Education (10th-12th grades): Science and Humanities

6 Professional Courses (Gym, Computers, Health, Tourism, Events and Civil Protection

2015-2016 3 classes from the 10th – grade involving about 66 students

Partners (Portugal) – Upper Secondary School

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5 HOGSKOLEN I NESNA / Nord University

Beata Joanna Godejord, Coordinator Geir-Tore Klæbo Rune Bostad, Co-Coordinator Per Arne Godejord

Partners (Norway)

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6 Verdal videregående skole (11th-13th grade). Kristin Lovise Eklo, Coordinator Randi Buvik Enge, Teacher Julie Beate Grindberg, Teacher Courses within 6 studies:

AOS (alternative education in schools). Building and Construction Health and youth development Sport Sciences Service and transport Specialization Technical and Industrial Production

2015-2016 1 class from the 11th – grade involving 28 students 1 class from the 12th- grade involving 17 students

Partners (Norway) – Upper Secondary School

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7 University of Extremadura. Alicia Gonzalez-Perez, Coordinator Jesús Valverde Berrocoso (Director Nodo

Educativo) Francisco Revuelta Domínguez Mª Rosa Fernández Sánchez Mª José Sosa Díaz Pilar Moreno-Crespo Jorque Guerra Antequera

Partners (Spain) – Univ. of Extremadura

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8 IES Norba Caesarina (10th-12th grade). Francisco Javier Muriel, Coordinator Ricardo Palancar Hermosilla, Co-

Coordinator Raquel Sánchez Bañeza, Teacher Inés Ruiz Montes, Teacher Francisco Torrado Cano, Teacher Lázaro Muñoz Solís, Teacher

Partners (Spain) – Upper Secondary School

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9 IES Norba Caesarina (10th-12th grade). Courses within 3 studies:

Secondary Education (compulsory, 7th-10th grades) Baccalaureate in Science (Bachillerato Ciencias)

(11th -12th grades) Baccalaureate in Social Science & Humanities

(Bachillerato Ciencias Sociales y Humanidades) (11th -12th grades)

2015-2016 4 classes from the 10th – grade involving about 75

students

Partners (Spain) – Upper Secondary School

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Cag University. Arif Solmaz, Coordinator Menderes Üstüner, Co-Coordinator Deniz A. Güler, Fikri Akdeniz, Ayfer Kurt Habibe E. Gökçe, Timuçin Aktan Mathematics Teachers Undergraduate students

Partners (Turkey)

Project Goals and Deliverables

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Improve mathematical performance and achievements for all students including low achievers and top performers.

Take advantage of mobile devices for teaching and learning.

Project Goals and Deliverables

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13 Implement a blended model for teaching and learning mathematics

Use gamification techniques to engage students

Accommodate gaming mechanics that are two-fold: complexity and detail.

Three different levels of problems complexity: beginners, intermediate and advanced.

Each problem will have two levels of explanations/resolutions: detailed and concise

Project Goals and Deliverables

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Produce interactive and motivating materials for teaching materials using digital maths tools that will be compiled in an ebook and augmented reality booked.

Four ebooks and augmented reality books for the 10th, 11th and 12th grade, one for each participating country.

Test the use of Edmodo to connect the educational community and collaborate on assignments, exams, educational games and discover new resources for learning purposes.

Project Goals and Deliverables

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Mishra and Koehler (2006)

Augmented Reality in Education

https://www.youtube.com/watch?v=8Zb2spZvHFQ

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Literature review point out benefices

● AR has positively influences in learning● AR increased user motivation and learning

efficiency● AR can impact spatial visualization abilities● AR reduces misinterpretations during learning● AR increase overall understanding of the subject● AR provide opportunities for more authentic

learning with diverse learning types

Gamification through App’s

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GAMIFICATION

• The definition of gamification refers to the incorporation of game mechanics into nongame settings, which aims to increase users’engagement of the product of service and facilitate certain behaviors.

• Gamification design can be one of the critical factors that contributes to the success.

• Let learn skills through organizing, communicating, collaborating, evaluating,…

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Broad range of factors that may influence gamification

• Engagement• Increase interaction• Challenges• Emotions• Creation• Collaboration• Purpose and objectives• Instructions and guidelines• Learning styles• Use of media and tools• Visual engagement• Visual consistency• Visually appealing• Navigation flow• ….

Challenge: Explore it and create

our model

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Example

● Hsu, S. H., Chang, J. W. & Lee, C. C. (2013). Designing attractive gamification features for collaborative storytelling websites. Cyberpsychology, Behavior, and Social Networking, 16(6), 428-435.

IES Norba Caesarina

http://goo.gl/NZpxHb

Workshop

BLENDED-LEARNING AND INNOVATIVE APPROACHES FOR TEACHING

MATHEMATICS FOR THE SPANISH CURRICULUM

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24Topics:1) the augmented reality gamebook application for mobile platforms for learning mathematics; 2) the eBook to practice and learn mathematics for the Spanish Math Curriculum ; 3) and the videos with the problems resolution.This workshop will be targeted for teachers, students, families and other relevant stakeholders.The workshop will be targeted for teachers to disseminate good practices of this project.

Workshop about Blended-learning and innovative approaches for teaching mathematics for the Spanish Curriculum

Dates: 6th September 2016 The first 75 participants registration is free.

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LINEAS TEMÁTICAS

Realidad aumentada en libros de texto o otros materiales didácticos

Usos innovadores de tecnologías móviles para la enseñanza/aprendizaje

Uso de técnicas de gamificación para animar a los estudiantes a aprender

Uso de herramientas, plataformas,… para el aprendizaje de las matemáticas (GeoGebra, Khan Academy, WolframAlpha,…)

Mejora de la adquisición de la competencia matemática y digital Innovación educativa y TIC (Tecnologías de la Información y la

Comunicación) Buenas prácticas TIC Blended-learning La evaluación a través del Digital Game-Based Learning,

portafolios digitales,… ….

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