From game-based learning to augmented reality learning:Pedagogical Underpinnings of two European ProjectsProf. Mario Barajas, Universitat de Barcelona, DOE
EC-TEL 2010, Barcelona2TEL: Research and Implementation
Overview of SCeTGo. Key aspectsOverview of PROACTIVE. Key aspectsThe challenges of TEL and pedagogyConclusionsOutline3EC-TEL 2010, Barcelona
SCeTGo4EC-TEL 2010, Barcelona
The projectSCeTGo = Science Center ToGoProgramme: Lifelong Learning, KA3 ICTOfficial Start: 01/01/2010Duration: 2 yearsConsortium: 10 partners from 7 countries (Finland, Germany, Greece, Romania, Spain, Sweden, UK)www.sctg.eu5EC-TEL 2010, Barcelona
SCeTGo blended approach6EC-TEL 2010, Barcelona
SCeTGo approach7EC-TEL 2010, Barcelona
Science Centersa Science Museumemphasize a Hands-on Approach8EC-TEL 2010, Barcelona
Augmented RealityAllows showing the invisibleMakes evident hidden phenomenaProvides additional information9EC-TEL 2010, Barcelona
SCeTGo‘s Pedagogical Frameworkbased on an inquiry-based and creative problem based approach
Integrates augmented reality (AR technology) applications on miniature exhibits
for improving science education, enhance scientific literacy and their critical thinking skills
recognises the diversity of personal learning styles and behaviours in different contexts and applications
promoting young people’s interest in science10EC-TEL 2010, Barcelona
The miniaturesThe miniatures support until now 5 experiments:The double cone paradox
The double slits wave experiment
Airfoil miniwing experiment
The Doppler effect
The Bolzman experiment11EC-TEL 2010, Barcelona
EC-TEL 2010, Barcelona12
PROACTIVE13EC-TEL 2010, Barcelona
The projectPROACTIVEProgramme: Lifelong Learning, KA3 ICTOfficial Start: 01/01/2010Duration: 2 yearsConsortium: 6 partners from 4 countries (Italy, Romania, Spain, UK)www.proactive-project.eu14EC-TEL 2010, Barcelona
In natural situations learners combine simultaneously 5 metaphors for learning: Imitation, Participation, Acquisition, Exercising, and Discovery
Game-based learning (GBL) supports creativity and inquiry-based learning processes15Assumptions and SolutionsPROACTIVE  GOAL is to Foster Teachers’ Creativity
Acquisition: transfer of knowledge, from teacher to learnerImitation: modeling behaviours observing othersExercising:  repetition of action in order to learnParticipation: learning by participation with othersDiscovery:  by doing things by yourself, you discover… allows for incidental learning.EC-TEL 2010, Barcelona16Learningmetaphors
Using video games in educational settings can enhance students’ motivation towards learning.Video games can provide challenging experiences that promote the intrinsic satisfaction of the players and therefore keep them engaged and motivated EC-TEL 2010, Barcelona17EducationalGames
EC-TEL 2010, Barcelona18Whatcreativitymeansforeducation?
CreativeteachersencouragestudentstobecreativeTheeducationalsystemsencouragesthe no creativityparadigm (no errors, no try out, no differentanswers, etc.EC-TEL 2010, Barcelona19Teaching for creativity
Two game editors:

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