TRANSLATOR TASK 4
TRANSLATOR: SILVIA
After having done our activity with the Merge Cube, we chose 4 concepts related to the geek component, methodological-pedagogical aspect and theoretical framework.
-Augmented Reality (Geek component): Augmented Reality technology is often associated with gaming and interactive digital experiences, making the learning process more engaging and immersive for students. With the use of the Merge Cube and the Object Viewer app we easily engaged everyone in the activity and they easily learned the different animal parts.
- Gamified learning approach (Methodological-Pedagogical Aspect): Our activity involved group work, competition and interactive learning which are effective strategies for engagement and retention. The hot potato game that we did, encourages quick-thinking and active participation.
-Collaborative Learning (Theoretical Framework): In our case, our task involved students working in groups (4 people). Since our activity was a game that involved everyone from the group, we promoted teamwork, communication and peer learning.
- Multisensory Learning approach (Theoretical Framework): With the use of Augmented Reality images, making the kids describe the animal body parts and handling the cube and iPads (Kinesthetic approach), children were able to process and retain information more effectively.
REFERENCES
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Dillenbourg, P. (1999). What do you mean by ‘collaborative learning’? In P. Dillenbourg (Ed.), Collaborative-learning: Cognitive and computational approaches (pp. 1–19). Elsevier.
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons.
Mayer, R. E. (2021). Multimedia learning (3rd ed.). Cambridge University Press.
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