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Hybrid Learning Environments –
Taking Game-Based Learning Outdoors
Mart Laanpere
Tallinn University
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
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
Outdoor classrooms
Outdoor learning and games
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
Experiential learning (Kolb)
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
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
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.
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
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

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Hybrid Learning Environments

  • 1. Hybrid Learning Environments – Taking Game-Based Learning Outdoors Mart Laanpere Tallinn University
  • 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
  • 6.
  • 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