Archive for the ‘primary school’ Category

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Ledelse af grænseoverskridende undervisning

October 6, 2014

Afsluttende rapport fra GNU-ledelsesaktiviteterne og ledelsesforskningen i det treårige projekt Grænseoverskridende Nordisk Undervisning.

GNU-projektet er et bruger-drevet udviklingsprojekt, hvor 14 nordiske skoler i samarbejde med forskere fra 5 professionshøjskoler i Danmark, Norge og Sverige har udviklet, planlagt, afprøvet og videreudviklet fælles grænseoverskridende nordiske undervisningsaktiviteter i fagene modersmål, science/naturfag, historie/samfundsfag og matematik – understøttet af nye teknologier. Konkret har projektet etableret en række virtuelle ”nordiske klasser”, hvor svenske, norske og danske elever er blevet undervist samtidigt af en fælles gruppe af nordiske lærere.

Denne rapport præsenterer arbejdet med skoleudvikling via grænseoverskridende nordiske undervisningsaktiviteter, og rapporten er først og fremmest skrevet til skoler, skoleledere og kommunale aktører.

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Virtual Worlds – SERIOUSLY

October 7, 2010

As previously mentioned here, last week I did a presentation at the Virtual Worlds project’s workshop “Augmenting Reality in the Public Domain”.

It was an interesting day with good discussions on amon other the constructions of the “serious” in serious games and serious virtual worlds. I deliberately turned my title around to “Virtual Worlds – SERIOUSLY” because I wanted to indicate that there exist many ways to engage with virtual worlds seriously. I also wanted to insert that the boundaries between what makes a virtual world and a serious game are not very clear. They might in fact become partially contained in each other.

In my talk, the focus was on assemblages of relationships between education and virtual worlds. As previously mentioned here, CarrieLynn Reinhard and I went to Singapore in June where we met up with representatives from the InfoComm Development Association and people from two schools working with various initiatives to engage with and construct virtual worlds for both educational and gaming purposes.

CarrieLynn’s presentation at the workshop introduced how the government in Singapore is thinking strategically in terms of virtual worlds for tourism, and my presentation was more focused on what seems to mark the Singaporean mergers between education and virtual worlds (with the limited knowledge we have). I supplemented this with a focus on my research following how a particular virtual universe Mingoville.com moves and becomes moved in and out of schools, homes and other contexts dealing with education ‘in the world’ (i.e. in Vietnam, Singapore, Finland, Portugal, Norway, Denmark, Chile, Nigeria, China).

(Too) Briefly put, I suggested (and this is very much to be considered work in progress) that we are dealing with many different constructions of what it means to work seriously with virtual worlds (e.g.):

  • Built/designed/structured around/for serious purposes with learning goals/purposes
  • Used for serious purposes for learning goals / purposes
  • The imaginary that learning transfer happens from the serious game/gaming/virtual world engagements to other situations.

Furthermore, I explicited three variations as examples of approaches to serious engagements in virtual worlds:

  • Virtual worlds used for / engaged in  local/regional/periodic educational situations (e.g. secondlife.com and the Singaporean virtual world constructed for education and youth olympic games engagements. See CarrieLynn’s and my slides for examples and elaborations).
  • Virtual world / learning environment developed locally (e.g. for a school) with more long-term serious aims (e.g. several examples can be found in Singapore’s Future Schools projects that merge serious games, virtual world elements and LMS/VLE elements).
  • Serious games /virtual worlds developed for serious purposes with a broader scope/market (e.g. the world as market) and more broad educational aim – ‘educational oxygens’ (e.g. Mingoville.com and the Serious Games Interactive series). Those may include both shorter periodic activities and more long-term engagements.

These examples represent quite different ways to construct hybridities between serious games and virtual worlds, and how these can in various ways adress and become actors that augment different aspects of educational activities and thereby assist in solving/supporting various educational challenges in the world.

 I would love to get comments on my attempts to describe these matters.

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E-learning in third grade

August 22, 2010

I will try to gather examples of how open courseware and other open/free resources are/can be used for e-learning in educational programmes.

A colleague pointed me to this Danish primary school teacher’s (Roland Hachmann) blog about his Grouply activities in his History class in grade 3. He has among other used Grouply as a collaborative space for learning about chronology.