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Digital Game-Based Learning & Augmented Reality for Schools

Check out also the online version of this course

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Concept by: Lorenzo Gaspari

SUGGESTED COMPUTER PROFICIENCY: INTERMEDIATE

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.  

Tentative shedule

The schedule describes likely activities but may differ significantly based on the requests of the participants, and the trainer delivering the specific session. Course modifications are subject to the trainer’s discretion. If you would like to discuss a specific topic, please indicate it at least 4 weeks in advance.

Day 1 – Course introduction & Classroom techniques

Course introduction

  • Participants’ presentation and warm up.
  • Introducing the concepts of games-based learning and augmented reality;

Classroom techniques

  • exploring the possibilities that a teacher has to apply these techniques in classroom; 
  • discussing about 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 & course closure

Learning is fun

  • Learn with 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.

Course closure

  • Course evaluation: round up of acquired competences, feedback, and discussion;
  • Awarding of the course Certificate of Attendance;

Day 6 – Excursion

Excursion and other external cultural activities.

Audience

  • Teachers primary, secondary, vocational, adult, special needs;
  • Teacher trainers;
  • Headteachers;
  • Principals;
  • Managers of schools/organisations offering adult education.

Specifics

  • Activities: All courses include at least one guided city tour and one full-day excursion (usually on Saturday).
  • Certificate: Certificate of Attendance guaranteed for participants who attend at least 80% of the course.
  • Lessons: Classes take place in the Morning (9:00 – 13:45) or in the Afternoon (14:00 – 18:45).
  • Platform: Participants will enjoy free access to our e-learning platform.
  • Price: 480 €

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