1. MILAGE -MathematIcs bLended Augmented
GamE
INTERACTIVE MATHEMATICS BY
IMPLEMENTING A BLENDED-LEARNING
MODEL WITH AUGMENTED REALITY AND
GAME BOOKS
http://milage.ualg.pt/?page_id=559
Alicia González-Pérez
aliciagp@unex.es
Universidade de
Extremadura
2. 2
Background
Partners
Project goals and deliverables
Methodologies implemented at the project
Augmented Reality
Gamification
Process to create videos and other resources to
e-books
Programme
2
3. 3
Algarve University.
Mauro Figueiredo, Coordinator
Nélia Amado, Co-Coordinator
Susana Carreira
Conceição Ribeiro
José Rodrigues
João Rodrigues
Pedro Cardoso
José Bidarra, Open University, Lisbon
Partners (Portugal)
3
4. 4
Escola Secundária Pinheiro e Rosa (10th-12th grade).
António Caetano, Coordinator
Célia Xavier, Co-Coordinator
Palmira Ferreira
Liliete Santos
Courses within studies:
Secondary Education (10th-12th grades): Science and Humanities
6 Professional Courses (Gym, Computers, Health, Tourism, Events
and Civil Protection
2015-2016
3 classes from the 10th – grade involving about 66 students
Partners (Portugal) – Upper Secondary
School
4
5. 5
HOGSKOLEN I NESNA / Nord University
Beata Joanna Godejord, Coordinator
Geir-Tore Klæbo
Rune Bostad, Co-Coordinator
Per Arne Godejord
Partners (Norway)
5
6. 6
Verdal videregående skole (11th-13th grade).
Kristin Lovise Eklo, Coordinator
Randi Buvik Enge, Teacher
Julie Beate Grindberg, Teacher
Courses within 6 studies:
AOS (alternative education in schools).
Building and Construction
Health and youth development
Sport Sciences
Service and transport
Specialization
Technical and Industrial Production
2015-2016
1 class from the 11th – grade involving 28 students
1 class from the 12th- grade involving 17 students
Partners (Norway) – Upper Secondary
School
6
7. 7
University of Extremadura.
Alicia Gonzalez-Perez, Coordinator
Jesús Valverde Berrocoso (Director Nodo
Educativo)
Francisco Revuelta Domínguez
Mª Rosa Fernández Sánchez
Mª José Sosa Díaz
Pilar Moreno-Crespo
Jorque Guerra Antequera
Partners (Spain) – Univ. of
Extremadura
7
9. 9
IES Norba Caesarina (10th-12th grade).
Courses within 3 studies:
Secondary Education (compulsory, 7th-10th grades)
Baccalaureate in Science (Bachillerato Ciencias) (11th
-12th grades)
Baccalaureate in Social Science & Humanities
(Bachillerato Ciencias Sociales y Humanidades) (11th -
12th grades)
2015-2016
4 classes from the 10th – grade involving about 75
students
Partners (Spain) – Upper Secondary
School
9
10. 10
Cag University.
Arif Solmaz, Coordinator
Menderes Üstüner, Co-Coordinator
Deniz A. Güler, Fikri Akdeniz, Ayfer Kurt
Habibe E. Gökçe, Timuçin Aktan
Mathematics Teachers
Undergraduate students
Partners (Turkey)
12. 12
Improve mathematical performance and
achievements for all students including low
achievers and top performers.
Take advantage of mobile devices for teaching
and learning.
Project Goals and Deliverables
12
13. 13
Implement a blended model for teaching and
learning mathematics
Use gamification techniques to engage students
Accommodate gaming mechanics that are two-fold:
complexity and detail.
Three different levels of problems complexity: beginners,
intermediate and advanced.
Each problem will have two levels of
explanations/resolutions: detailed and concise
Project Goals and Deliverables
13
14. 14
Produce interactive and motivating materials for
teaching materials using digital maths tools that
will be compiled in an ebook and augmented
reality booked.
Four ebooks and augmented reality books for the
10th, 11th and 12th grade, one for each
participating country.
Test the use of Edmodo to connect the
educational community and collaborate on
assignments, exams, educational games and
discover new resources for learning purposes.
Project Goals and Deliverables
14
17. 17
Literature review point out
benefices
● AR has positively influences in learning
● AR increased user motivation and learning
efficiency
● AR can impact spatial visualization abilities
● AR reduces misinterpretations during learning
● AR increase overall understanding of the subject
● AR provide opportunities for more authentic
learning with diverse learning types
19. 19
GAMIFICATION
• The definition of gamification refers to the
incorporation of game mechanics into
nongame settings, which aims to increase
users’engagement of the product of service
and facilitate certain behaviors.
• Gamification design can be one of the critical
factors that contributes to the success.
• Let learn skills through organizing,
communicating, collaborating, evaluating,…
20. 20
Broad range of factors that may
influence gamification
• Engagement
• Increase interaction
• Challenges
• Emotions
• Creation
• Collaboration
• Purpose and objectives
• Instructions and guidelines
• Learning styles
• Use of media and tools
• Visual engagement
• Visual consistency
• Visually appealing
• Navigation flow
• ….
Challenge:
Explore it and create
our model
21. 21
Example
● Hsu, S. H., Chang, J. W. & Lee, C. C. (2013). Designing attractive gamification features
for collaborative storytelling websites. Cyberpsychology, Behavior, and Social
Networking, 16(6), 428-435.
24. 24
Topics:
1) the augmented reality gamebook application for mobile platforms for
learning mathematics;
2) the eBook to practice and learn mathematics for the Spanish Math
Curriculum ;
3) and the videos with the problems resolution.
This workshop will be targeted for teachers, students, families and other
relevant stakeholders.
The workshop will be targeted for teachers to disseminate good practices of
this project.
Workshop about Blended-learning and innovative approaches for teaching
mathematics for the Spanish Curriculum
24
Dates: 6th September 2016
The first 75 participants registration is free.
25. 25
LINEAS
TEMÁTICAS
25
Realidad aumentada en libros de texto o otros materiales
didácticos
Usos innovadores de tecnologías móviles para la
enseñanza/aprendizaje
Uso de técnicas de gamificación para animar a los
estudiantes a aprender
Uso de herramientas, plataformas,… para el aprendizaje de
las matemáticas (GeoGebra, Khan Academy,
WolframAlpha,…)
Mejora de la adquisición de la competencia matemática y
digital
Innovación educativa y TIC (Tecnologías de la Información y
la Comunicación)
Buenas prácticas TIC
Blended-learning
La evaluación a través del Digital Game-Based Learning,
portafolios digitales,…
Editor's Notes
Verdal Upper Secondary School.
http://verdal.vgs.no/english/Sider/default.aspx
The school has 6 different branches of study, both academic and vocational. These are devided into 4 educational departments. In addition, the school has a department of support services.
The school was founded in 1976 and is the biggest public place of work in Verdal employing 100 teachers of a total staff of around 140. There are approximately 570 day-time students between 16-19 years old. In addition, our school has an adult education centre which offers a variety of courses. About 250 students attend approximately 30 courses covering quite a lot of the school’s activities.
Branches of study:
1. General studies 2. Service and Transport 3. Building and Construction 4. Healthcare, Childhood and Youth development 5. Sports and Physical Education studies 6. Technical and Industrial Production
Verdal Upper Secondary School. fter three years with a mixture of physical activity and theory are you ready for higher education.
http://verdal.vgs.no/english/Sider/default.aspx
The school has 6 different branches of study, both academic and vocational. These are devided into 4 educational departments. In addition, the school has a department of support services.
The school was founded in 1976 and is the biggest public place of work in Verdal employing 100 teachers of a total staff of around 140. There are approximately 570 day-time students between 16-19 years old. In addition, our school has an adult education centre which offers a variety of courses. About 250 students attend approximately 30 courses covering quite a lot of the school’s activities.
Branches of study:
1. General studies 2. Service and Transport 3. Building and Construction 4. Healthcare, Childhood and Youth development 5. Sports and Physical Education studies 6. Technical and Industrial Production