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.
SUGGESTED COMPUTER PROFICIENCY: INTERMEDIATE
Concept by: Lorenzo Gaspari
Day 1 – Course introduction & classroom techniques
- Participants’ presentation and warm up;
- Introducing the concepts of games-based learning and augmented reality.
- Exploring the possibilities that a teacher has to apply these techniques in the classroom;
- Discussing difficulties and advantages.
Day 2 – Learning through digital tools
- Learn how to use Minecraft as an educational tool;
- Building a meaningful, educational, virtual environment and discovering the numerous benefits of learning with such a program;
- Improving the skills necessary to choose the best game for your students.
Day 3 – Finding new skills
- Deep approach with the concept of Augmented Reality, understanding the endless potential of this method;
- Improving the skills about the use of Augmented Reality by realizing fun activities for the classroom which will easily engage both students and teachers in the teaching learning process.
Day 4 – Virtual reality
- Understanding the concept of virtual reality and its exploitation inside of a school;
- Concrete examples of 360° videos with the implementation of VR Headsets.
Day 5 – Learning is fun
- Writing and building the ideal role play game for your classroom, paying attention to the several details of the game, such as environment and characters, but also including into the game the learning objectives connected to the curriculum.
Day 6 – Course closure & Excursion
- Course evaluation: round-up of acquired competencies, feedback, and discussion;
- Awarding of the course Certificate of Attendance;
- Excursion and other external cultural activities.
The schedule describes likely activities but may differ significantly based on the trainer delivering the specific session and the requests of the participants.
If you would like to discuss a specific topic, please indicate it at least 4 weeks in advance. Course modifications are subject to the trainer’s discretion.
The number and schedule of the cultural activities depend on the location, not the course; further information is available on each location webpage. The trainer will send you the definitive course schedule approximately two weeks before the course.