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Hybrid Learning Environments – Taking Game-Based Learning Outdoors Mart Laanpere Tallinn University

Hybrid Learning Environments

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Presentation made at the conference of Serous Games, Tallinn, Estonia, July 2013

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Page 1: Hybrid Learning Environments

Hybrid Learning Environments –Taking Game-Based Learning Outdoors

Mart LaanpereTallinn University

Page 2: Hybrid Learning Environments

Learning environment

• A tricky concept – everyone uses it, a few try to make sense of it or change it

• Narrow and broad definition: from the physical setting for learning to everything that surrounds and affects the learners

• Taken for granted, changing slowly• Often the first target to be radically changed by

innovators (schools without walls) • Digital world is seeking its place in learning

environment

Page 3: Hybrid Learning Environments

Outdoor learning

• Experiential learning in authentic, natural environment, using all senses, doing/acting, passing forward what you have learned

• Opposing traditional classroom learning environment, taking learning outside of the school building

• Heavily game-based since beginning• Different traditions: scouts, school yards, educational trails,

medical perspective, adventure learning, camp schools• Outdoor learning in Estonia: Scandinavian influence, adding

cultural heritage (music, ancient games, handicraft, stories) and esoteric aspects

Page 4: Hybrid Learning Environments

Outdoor classrooms

Page 5: Hybrid Learning Environments

Outdoor learning and games

Page 6: Hybrid Learning Environments
Page 7: Hybrid Learning Environments

Charta for Outdoor Learning

• Five cornerstones: – SENSE: use all senses for learning– LANGUAGE: be able to name it, express it– ACT: learning by doing– STORY: compose your personal story– POINT: analyze your experience

• Outdoor learning is recommended in the new national curriculum

Page 8: Hybrid Learning Environments

Experiential learning (Kolb)

Page 9: Hybrid Learning Environments

Challenge: Digital vs Nature

• Digital world is not yet integral part of learning environment, more so in outdoor learning context

• Outdoor learning community of practice often defines their identity through opposition to everything technological

• Yet, without technology it is difficult to support steps 2 and 3 in Kolb’s experiential learning cycle

Page 10: Hybrid Learning Environments

Digital + nature in teacher training

• Annual summer schools for Estonian teachers 2005 – 2013, digital workshops since 2006

• Game-based learning in hybrid (digital+natural) learning environment:– Geocaching, shutter spot– Tallest tree– Video reports on inquiry projects– Quiz trail with QR-codes– Tagging game

Page 11: Hybrid Learning Environments

Ajapaik.ee: pedagogic scenarios

• Ajapaik.ee: Estonian re-photography portal• Design-based research, involving teachers in

creating GBL scenarios that make use of Ajapaik.ee: – ReSpot: an individual game, aiming at finding the

closest spot to original location of taking the first photo;– TeamHunt: a team game, where teams of 2-3 students

compete with each other to reach as many the spot of untagged photo;

– QuizTrack: a game that can be played both by groups and single players, involving quizzes that are unlocked after submitting correct re-photo.

Page 12: Hybrid Learning Environments

Technology & Innovation

• Cross-curricular theme ‘Technology & Innovation’ in the new national curriculum for Estonian secondary schools

• Project-based learning, serving the needs of a client (a local company, school, municipality)

• Five example scenarios, one of them is creating a geocaching game for local B&B

• Students learn more from creating the games for learning than from playing one

Page 13: Hybrid Learning Environments

Towards hybrid learning environment

• Estonian national strategy for lifelong learning: by 2020, the digital culture should have become a natural and integral part of learning environment in all levels of educational system (1:1 computing)

• Game-based learning has an important role in it, if used in a smart way

• Outdoor learning community has adopted game-based learning, but it is a challenge to introduce digital components in their pedagogical scenarios