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2014-07-03 "Key-terms" - det2014 1
1
“Key-terms”
a learning game for conceptual
consolidation
Pedro L. Fernandes
Instituto Gulbenkian de Ciência
Oeiras, PT
2014-07-03 "Key-terms" - det2014 2
2
Purpose
● To create an engaging activity that helps to
consolidate new knowledge in the context of a
hands-on training course.
● To introduce improvements in training course
design based on enhanced incremental concept
consolidation.
2014-07-03 "Key-terms" - det2014 3
3
Launching the activity
● At the end of a day of intensive training, learners are
too tired to make the best NEW connections between
the newly acquired knowledge and the one that they
had before.
● At the beginning of the next day, the first activity is a
“wrap-up” session, where the instructor quickly
reviews the subject matter of the eve.
● Learners are invited to take notes, recording the “key-
terms” that they recognise as relevant to understand
the content.
2014-07-03 "Key-terms" - det2014 4
4
Data capture
● In a training room with computers, “key-terms”
can be collected in text files.
● Alternatively, learners can use mobile devices to
record “key-terms” in text messages, to be sent at
the end of the wrap-up session.
● The training facilitator (or the instructor) collects
all the texts and merges them together in a single
text file.
2014-07-03 "Key-terms" - det2014 5
5
Processing the texts
● In order to obtain a single list of unique “key-
terms” from the learners, the merged text file is
then expunged of repeated or redundant terms,
using simple text processing tools.
● The least relevant entries are removed in a quick
revision by the instructor.
● Terms are then printed in big card size pieces of
paper (suggested size: A5) using a large font size.
2014-07-03 "Key-terms" - det2014 6
6
Starting the classroom game
● The cards are held in a pile, one is taken at
random and placed in the middle of an empty cork
board.
● A set of rules is arranged between the instructor
and the learners, such as:
– Related terms should be pinned near to each other.
– Important terms should be placed higher.
– Optionally, left-to-right placement can reflect a
chronological order.
2014-07-03 "Key-terms" - det2014 7
7
Continuing the classroom game
● The learners carry on placing the cards on the
board until the pile is exhausted, using the
established rules.
● The Instructor overlooks the pinning operations,
but leaves as much room as possible for the
learners to collectively decide where cards are
placed.
● The instructor rearranges the board in needed,
explaining all his/her moves.
2014-07-03 "Key-terms" - det2014 8
8
The role of the learner
2014-07-03 "Key-terms" - det2014 9
9
The role of the instructor
2014-07-03 "Key-terms" - det2014 10
10
Arranged terms
2014-07-03 "Key-terms" - det2014 11
11
Testimonials
● The game helps a lot in identifying knowledge
that has been accidentally skipped.
● ... it was crucial for me to assess what I had
learnt and gain self-confidence.
● Playing “key-terms”revealed underlying
relationships between concepts that were
otherwise disconnected.
2014-07-03 "Key-terms" - det2014 12
12
Upcoming developments
● Documenting the results using mind-mapping
software, collectively.
● Comparing the learners' mind-maps with relevant
ontologies.
● Using the results to refine the course design.
2014-07-03 "Key-terms" - det2014 13
13
References
● Robert Chambers.
Participatory workshops – a sourcebook of 21
sets of ideas and activities. (Earthscan)
● Dave Gray, Sunni Brown, James Macanufo
Game Storming. A Playbook for Innovators,
Rulebreakers, and Changemakers. (O'Rielly)
2014-07-03 "Key-terms" - det2014 14
14
Upcoming developments
● Documenting the results using mind-mapping
software, collectively.
● Comparing the learners' mind-maps with relevant
ontologies.
● Using the results to refine the course design.

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Key terms - a learning game for conceptual consolidation

  • 1. 2014-07-03 "Key-terms" - det2014 1 1 “Key-terms” a learning game for conceptual consolidation Pedro L. Fernandes Instituto Gulbenkian de Ciência Oeiras, PT
  • 2. 2014-07-03 "Key-terms" - det2014 2 2 Purpose ● To create an engaging activity that helps to consolidate new knowledge in the context of a hands-on training course. ● To introduce improvements in training course design based on enhanced incremental concept consolidation.
  • 3. 2014-07-03 "Key-terms" - det2014 3 3 Launching the activity ● At the end of a day of intensive training, learners are too tired to make the best NEW connections between the newly acquired knowledge and the one that they had before. ● At the beginning of the next day, the first activity is a “wrap-up” session, where the instructor quickly reviews the subject matter of the eve. ● Learners are invited to take notes, recording the “key- terms” that they recognise as relevant to understand the content.
  • 4. 2014-07-03 "Key-terms" - det2014 4 4 Data capture ● In a training room with computers, “key-terms” can be collected in text files. ● Alternatively, learners can use mobile devices to record “key-terms” in text messages, to be sent at the end of the wrap-up session. ● The training facilitator (or the instructor) collects all the texts and merges them together in a single text file.
  • 5. 2014-07-03 "Key-terms" - det2014 5 5 Processing the texts ● In order to obtain a single list of unique “key- terms” from the learners, the merged text file is then expunged of repeated or redundant terms, using simple text processing tools. ● The least relevant entries are removed in a quick revision by the instructor. ● Terms are then printed in big card size pieces of paper (suggested size: A5) using a large font size.
  • 6. 2014-07-03 "Key-terms" - det2014 6 6 Starting the classroom game ● The cards are held in a pile, one is taken at random and placed in the middle of an empty cork board. ● A set of rules is arranged between the instructor and the learners, such as: – Related terms should be pinned near to each other. – Important terms should be placed higher. – Optionally, left-to-right placement can reflect a chronological order.
  • 7. 2014-07-03 "Key-terms" - det2014 7 7 Continuing the classroom game ● The learners carry on placing the cards on the board until the pile is exhausted, using the established rules. ● The Instructor overlooks the pinning operations, but leaves as much room as possible for the learners to collectively decide where cards are placed. ● The instructor rearranges the board in needed, explaining all his/her moves.
  • 8. 2014-07-03 "Key-terms" - det2014 8 8 The role of the learner
  • 9. 2014-07-03 "Key-terms" - det2014 9 9 The role of the instructor
  • 10. 2014-07-03 "Key-terms" - det2014 10 10 Arranged terms
  • 11. 2014-07-03 "Key-terms" - det2014 11 11 Testimonials ● The game helps a lot in identifying knowledge that has been accidentally skipped. ● ... it was crucial for me to assess what I had learnt and gain self-confidence. ● Playing “key-terms”revealed underlying relationships between concepts that were otherwise disconnected.
  • 12. 2014-07-03 "Key-terms" - det2014 12 12 Upcoming developments ● Documenting the results using mind-mapping software, collectively. ● Comparing the learners' mind-maps with relevant ontologies. ● Using the results to refine the course design.
  • 13. 2014-07-03 "Key-terms" - det2014 13 13 References ● Robert Chambers. Participatory workshops – a sourcebook of 21 sets of ideas and activities. (Earthscan) ● Dave Gray, Sunni Brown, James Macanufo Game Storming. A Playbook for Innovators, Rulebreakers, and Changemakers. (O'Rielly)
  • 14. 2014-07-03 "Key-terms" - det2014 14 14 Upcoming developments ● Documenting the results using mind-mapping software, collectively. ● Comparing the learners' mind-maps with relevant ontologies. ● Using the results to refine the course design.