Motivating learning in mobile and game-based environments Experiences in everyday classroom work The path to the School of the Future
The world around us has changed. The pedagogy of the classroom has stayed more or less the same for decades, offering a stark contrast to the rate of change in other fields. Inspiration for change can be found in the veritable passion for new technologies, such as mobile devices and game technology,...
Main Authors: | , , , |
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Other Authors: | |
Format: | Text |
Language: | English |
Published: |
2008
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Online Access: | http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.371.1099 http://hal.archives-ouvertes.fr/docs/00/25/71/52/PDF/266_Final_Paper.pdf |
Summary: | The world around us has changed. The pedagogy of the classroom has stayed more or less the same for decades, offering a stark contrast to the rate of change in other fields. Inspiration for change can be found in the veritable passion for new technologies, such as mobile devices and game technology, displayed by younger generations. The real challenge is to import these technological advancements into the classroom and, furthermore, educating teachers about the possibilities they hold. We have researched the core pedagogy of classroom learning and mobile learning for the last years. In this paper, we describe the School of the Future program and its goals and also what is the role of mobile and game-based environments. We will argue that classroom pedagogy must change in order to respond to modern requirements and those of the future. 1 The Background. Towards to the School of Future. Between 2008 and 2010, the City of Oulu in northern Finland (www.ouka.fi/english) will give birth to an entire new section of town called Ritaharju. The area and its 7500 inhabitants will be situated in the immediate vicinity of the university and a concentration of technology |
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