1) Hybrid learning environments combine outdoor and digital learning by using technology like geocaching and mobile apps to enhance experiential learning outside of the classroom.
2) Outdoor learning involves hands-on, sensory-engaged activities in natural settings and incorporates local cultural traditions; it aims to make learning more authentic and active compared to traditional classrooms.
3) Estonia promotes combining outdoor and digital learning through annual teacher training programs that design game-based learning scenarios using sites like Ajapaik.ee, an online rephotography portal, and through the national curriculum's emphasis on project-based "Technology and Innovation" learning.
2. 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
3. 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
7. 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
9. 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
10. 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
11. 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.
12. 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
13. 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