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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
 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
 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
 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
 HOGSKOLEN I NESNA / Nord University
 Beata Joanna Godejord, Coordinator
 Geir-Tore Klæbo
 Rune Bostad, Co-Coordinator
 Per Arne Godejord
Partners (Norway)
5
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
 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
8
 IES Norba Caesarina (10th-12th grade).
 Francisco Javier Muriel, Coordinator
 Ricardo Palancar Hermosilla, Co-Coordinator
 Raquel Sánchez Bañeza, Teacher
 Inés Ruiz Montes, Teacher
 Francisco Torrado Cano, Teacher
 Lázaro Muñoz Solís, Teacher
Partners (Spain) – Upper Secondary
School
8
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
 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)
Project Goals and
Deliverables
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
 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
 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
15
Mishra and Koehler (2006)
Augmented Reality in
Education
https://www.youtube.com/watch?v=8Zb2spZvH
FQ
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
Gamification through App’s
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
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
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.
IES Norba Caesarina
http://goo.gl/NZpxHb
Workshop
BLENDED-LEARNING AND INNOVATIVE
APPROACHES FOR TEACHING
MATHEMATICS FOR THE SPANISH
CURRICULUM
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
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,…

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MathematIcs bLended Augmented GamE (MILAGE)

  • 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
  • 8. 8  IES Norba Caesarina (10th-12th grade).  Francisco Javier Muriel, Coordinator  Ricardo Palancar Hermosilla, Co-Coordinator  Raquel Sánchez Bañeza, Teacher  Inés Ruiz Montes, Teacher  Francisco Torrado Cano, Teacher  Lázaro Muñoz Solís, Teacher Partners (Spain) – Upper Secondary School 8
  • 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.
  • 23. Workshop BLENDED-LEARNING AND INNOVATIVE APPROACHES FOR TEACHING MATHEMATICS FOR THE SPANISH CURRICULUM
  • 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

  1. 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
  2. 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
  3. See E. Descritpion of the project pg 24