.Level (age of students)
Upper Secondary education (Low secondary education pupils could also take part in the scenario implementation, i.e. structure an educational game, design a certain educational path, but they would be less autonomous compared to upper secondary education pupils).
Cross curricular: Collage is a Collaborative Learning Platform Using Game-like Enhancements and could be potentially deployed in all courses.
.Category of the tool
On line platform
.Language of the tool or resource
.Purpose of use
The overall objective of COLLAGE was the creation of an innovative and more flexible approach to e-learning. It aspired to identify existing applications of mobile learning for schools, build on these examples to go a step further and develop an innovative state-of-the-art application that adopts a game-based approach.
The COLLAGE consortium developed the pedagogical framework, technological platform and the learning scenarios tailored to the needs of each and every school.
.Way of use (as individual or group activity; tasks; etc.)
Both individual and group activities are foreseen:
- Collage platform is mainly connected to visits in museums, archaeological sites, exhibitions/ galleries, etc. The idea is to link what is taught within classroom with topics of educational interest outside classroom and thus expand learning beyond the walls of classroom. Under this framework pupils accompanied by their teachers, visit the place of interest, select the exhibits they wish to focus, take photos and familiarize themselves with the place.
- At a second phase pupils are grouped in teams, they work together to structure the learning paths, design the questions, search educational resources, assign tasks to the team members and coordinate the workflow.
- Puplis split in groups prepare a set of questions that the counter group of school mates will have to answer. Following this format an educational game, based on the questions each group od pupils create, is structured.
- Visit activities hold a central position in the learning process; pupils separated in groups work together to answer the questions of the opposing team, add comments to their answers, discuss, reflect on the game and decide how to continue.
- Post visit activities are of vital importance in the learning approach; pupils in groups with their teacher discuss the results of the game, evaluate themselves, organize the material they selected during the preparation and implementation phase and use it as additional material to that of the standard curriculum
-Username and password are obligatory; in case you wish you use the platform please contact Anna, firstname.lastname@example.org to provide you with the credentials.
Thinking, problem solving and decision making
Ability to handle obstacles and change
Communication (reading and writing)
.Advantages of such a use for Transition. Innovative use
The COLLAGE project brings to secondary school students and their teachers a mobile learning platform for context-dependent games. Fun, interdisciplinarity, collaboration, and challenge beyond the four walls of the classroom create new learning opportunities.
The COLLAGE platform supports the authoring and playing of a board-like game on a site of educational interest. The game is played with the aid of mobile learning technology (mainly mobile phones and PDA's, and GPS technology) with direct communication with players situated on site or in the classroom.
It should be also mentioned that this scenario prepares pupils to independent, less-controlled work during the higher education
.Disadvantages of such a use
As the implementation of such a scenario takes place outside school, certain resources for outdoor activities should be reserved.