Digital Game-Based Learning and Augmented Reality for schools
3.10. - 8.10.2022. Florence, Italy
About the participants
Computer science teachers Tihana Đogaš and Adrijana Lisica participated in this course.
Tihana Đogaš teaches computer science in subject classes, to students in the 5th to 8th grade of elementary school.
Adrijana Lisica is an informatics teacher for students from grades 1 to 4.
Description
It is a truth universally acknowledged that teachers should make available activities that are capable of involving students in the learning process. Games and digital tools are terrains that amplify reality and that educators must explore to move in that direction.
Games and technology represent perfect environments to facilitate exploration, having a strong impact on a student’s ability to learn-by-doing and immediate acquisition of knowledge and skills.
While playing and interacting with different forms of reality, students can sometimes learn without even realizing it! Fun and engagement are the backgrounds on which abilities and understanding are constructed. Theory and practice are smoothly integrated into the process of solving issues within the scope of a game.
By the end of the course, participants will have understood how learning chances, learning reinforcements, stimuli, autonomy, collaboration are part of game-based learning. They will be able to appreciate the pros and cons connected to different techniques. They will be confident in selecting the best game-based activities depending on their teaching goals and their students’ needs.
Learning outcomes
Understand what game-based learning is and how to confidently implement it in class;
Find the best tools and products for using Extended/Augmented Reality in your school;
Discovering strategies to foster students’ motivation and creativity with games and Extended/Augmented Reality;
Create lesson plans based on digital game-based learning and Extended/Augmented Reality;
Recognizing risks and advantages in implementing digital games in your class;
Exploring assessment strategies for game-based learning and Extended/Augmented Reality activities.
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