Archivi categoria: Istruzione / attività

Heritage App

The ErfgoedApp allows over 1,700 museums and heritage organizations in Flanders and Brussels to provide multimedia information to their visitors using innovative technology. The possibilities are extensive, thanks to the flexibility with which new information can be created. The ErfgoedApp offers numerous opportunities but its most important feature is that the user can always see the additional information in a simple way and without technical problems. Additional information on heritage is made visible only when the user scans a code or receives a push message from a Heritage Beacon. The app works on the basis of the latest technologies such as iBeacons and augmented reality. Heritage workers or educational directors in musea or on heritage sites can easily create their own augmented or virtual reality media to augment visits. The user only requires a smart phone with the (free) ErgoedApp installed. A manual and training opportunities are available to assist content providers. 

Courtesy: ErfgoedApp

 

Because the App makes use of the (user’s own) smartphone, it is easy to see how it can be combined in scenarios where all other phone functionailities such as tracking, quizzes, recording, commenting, analysing etc are addressed as competences. The learning content creatpr has endless possibilities to challenge and entertain the learner.

ErfgoedApp

Type
  • Tool
Usage
  • Tracking / mapping / routing
  • Instruction / assignment
  • Recording / collecting
  • Presenting / reporting
Learning activities
  • Enable cognition (observe, analyse, incite activity such as describe etc.)
  • Create own (re)presentation, impression
Context
  • Museum
  • Heritage site
Languages
  • English
  • Dutch
Age 10 to 12 years
Keywords
  • app
  • smartphone
  • augmented reality
  • digital tools
  • creativity
  • mobile
Submitted by
 

InHerit, heritage interpretation course materials

Heritage-interpretation is a form of non-formal learning through proposing significant data about a site to the public. It draws cognitive and emotional relationships between the visitors and what they can discover in a particular place: a reserve, a historic site, a museum etc. It reveals deeper meanings, relationships and insights via active experience and illustrative media rather than merely passing on facts. InHerit aims to build heritage staff capacity for competence oriented non-formal learning in inspiring contexts that improve the adult learning potential at heritage sites through professional development of managers and educators at these sites. In-service training courses at European and national level shall further their competences to realize the full potential of Heritage Interpretation for non-formal and informal learning.

The course materials are available in different languages and include a complete set of materials that will be used for the HI training courses. The most useful for teachers amongst these are:

  • Training Manual: A manual for tutors with a range of interactive methods such as role play, proposals for discovery based learning through small group project etc.
  • E-book: Digging Deeper: Exploring the Philosophical Roots of Heritage Interpretation

InHerit, lesmaterialen over de interpretatie van erfgoed

InHerit is een Grundtvig multilateral project over de interpretatie van erfgoed. InHerit wil de interpretatie van erfgoed inzetten als instrument om het onderwijs ter plaatse meer effectief, interessant en efficient te maken. Ook wil InHerit erfgoed (materieel en immaterieel, natuurlijk en gecreeerd) neerzetten als de ideale plek om tot leren te komen. Deze web site verschaft handleidingen, aanbevelingen, beleidsdocumenten voor leerkrachten en voor opleiders van lesgevers, om hen te helpen bij het ontwikkelen van les programma’s voor erfgoed interpretatie.

InHerit, materiali didattici per l’interpretazione del patrimonio culturale

InHerit è un progetto europeo ‘Grundtvig multilaterale’ sull’interpretazione del patrimonio culturale. InHerit intende presentare l’interpretazione del patrimonio culturale come uno strumento ideale e un approccio per rendere più efficace e interessante l’apprendimento basato su un luogo specifico. Il progetto si propone inoltre di presentare il patrimonio culturale (tangibile e intangibile, quello naturale come quello costruito dall’uomo) come lo spazio ideale di apprendimento per sviluppare le competenze chiave. Il sito fornisce manuali, linee guida, documenti indirizzati agli insegnanti e ai docenti formatori per supportarli nello sviluppo di programmi educativi per l’interpretazione del patrimonio culturale.

Type
  • Practise
Usage
  • Instruction / assignment
Context
  • Classroom
  • Museum
  • Heritage site
Languages
  • English
  • Dutch
Keywords
  • training
  • heritage education
  • interpretation
  • train the trainer
Submitted by

 

Kamp Amersfoort

Courses

  • History, geography, Dutch language

Kerndoelen

  • Kerndoel 2
  • Kerndoel 47
  • Kerndoel 51
  • Kerndoel 52

Goals

  • Pupils work with historical sources and make use of a digital timeline
  • Pupils gather information about the time of World War II
  • Pupils think about the relation between the environment and the situation of Kamp Amersfoort
  • Pupils present information by using digital applications

Participants

  • 25 children

Duration

  • Activity 1: 2 hours
  • Activity 2: 2 hours
  • Activity 3: 2 hours

Plan of activities

  • Activity 1: during the preparatory lesson before the actual trip, children received= general information about World War II and get acquainted with the use of the tablet and the different applications.
  • Activity 2: during the field work trip, the groups visit different sites in the camp and thereby make use of all different kind of applications (like Aurasma, IMovie, PicCollage, Inote and AudioMemos) for tracking, for gathering information and for receiving instruction. Thereby they were able to solve the mystery related to the field trip, on how Gerrit Kleinveld, an important member of the Dutch resistance who was caught and imprisoned at Kamp Amersfoort, was able to escape.
  • Acitivity 3: in the concluding lesson the different groups make a presentation, based on the outcomes of the visit to the camp, on how Gerrit Kleinveld was able to escape Kamp Amersfoort. Of course, by using different kind of applications.

Utilities

  • One mobile device per group (of four pupils)
  • Selection of different kinds of digital applications to be used before, during and after the field trip

Kamp Amersfoort

Vakken

  • Geschiedenis, aardrijkskunde en Nederlandse taal

Kerndoelen

  • Kerndoel 2
  • Kerndoel 47
  • Kerndoel 51
  • Kerndoel 52

Doelen

  • Leerlingen werken met historische bronnen en maken gebruik van een digitale tijdbalk
  • Leerlingen verzamelen informatie over de tijd van de Tweede Wereldoorlog (tijdvak 9)
  • Leerlingen denken na over de relatie tussen de omgeving en het werkkamp
  • Leerlingen presenteren informative met behulp van digitale applicaties

Deelnemers

  • 25 leerlingen

Duration

  • Activiteit 1: 2 uur
  • Activiteit 2: 2 uur
  • Activiteit 3: 2 uur

Tijdschema

  • Activiteit 1: tijdens de voorbereidende les op het bezoek aan het kamp, ontvangen de leerlingen algemene achtergrondinformatie over de Tweede Wereldoorlog en oefenen ze in het werken met de tablet en de diverse applicaties die tijdens het bezoek aan het kamp worden ingezet. 
  • Activiteit 2: tijdens het bezoek aan het kamp, bezoeken de leerlingen in groepen diverse onderdelen van het kamp. Bij elke stop ontvangen ze een opdracht, waarbij diverse applicaties (zoals Aurasma, IMovie, PicCollage, Inote en AudioMemos) in worden gezet. Door de verschillende opdrachten uit te voeren zijn de leerlingen in staat om het mysterie, namelijk hoe Gerrit Kleinveld, een belangrijk lid van het Nederlands verzet, uit kamp Amersfoort wist te ontsnappen.
  • Activiteit 3: in de afsluitende les maken de verschillende groepen een presentatie, gebaseerd op de opbrengsten van hun bezoek aan het kamp. Ook hierbij maken ze gebruik van diverse applicaties.

Materialen

  • Eén tablet per groep leerlingen 
  • Selectie van diverse applicaties die voorafgaand, tijdens en na afloop van het bezoek aan kamp Amersfoort worden ingezet

Il Campo Amersfoort

Gita ad uno dei campi di lavoro della seconda guerra mondiale, durante la quale i ragazzi usano dei tablet e lavorano utilizzando varie applicazioni, ad esempio Aurasma, IMovie e AudioMemos.

Type
  • Tool
  • Practise
Usage
  • Tracking / mapping / routing
  • Instruction / assignment
  • Exploring / research / inquiry
  • Recording / collecting
  • Presenting / reporting
Learning activities
  • Signpost (introduce, set the scene, chapterise…)
  • Raise attention, intensify perception (raise questions, predict…)
  • Show, demonstrate, give access to (also tangible) also to events, objects that are otherwise inaccessible
  • Affect, emotional and empathic engagement
  • Enable cognition (observe, analyse, incite activity such as describe etc.)
  • Make a synthesis, interprete
  • Create own (re)presentation, impression
Context
  • Classroom
  • Heritage site
Languages
  • English
  • Dutch
Age 10 to 12 years
Keywords
  • fieldtrip
  • augmented reality
Submitted by

 

Boomwriter

The main objective of this tool is to stimulate student engagement and learning through the creation and assessment of collaborative texts in class. It is a specific educational tool because the login demands the submission of school data. Boomwriter enables the user to create a digital story or an ebook in a simple and innovative way thanks to three different features:

  • StoryWriter (collaborative texts development)
  • WordWriter,  (vocabulary improvement);
  • ProjectWriter, (assessment of the project).

The former feature is very useful for the creation of a museum activity, because it gives the opportunity to adopt the storytelling as a source that increases creativity and communication. The students are required to imagine and tell a story in a collaborative way by following the teacher’s indications, an effort that develops the richness of the vocabulary.

The latter also stresses on vocabulary by offering activities and sheets that improve the student’s knowledge of new words and expressions.

ProjectWriter  focuses on the evaluation of the project: the class takes a look and assesses each output, in order to compose the final version of the text.

Finally, Boomwriter can be used as a useful didactic support for teachers to bring together in a single activity all sorts of educative elements and to improve the development of creativity, analysis compete tenses, communication and critical thinking.

boomwriter

 

Boomwriter

Boomwriter ha l’obiettivo principale di stimolare il coinvolgimento e l’apprendimento dello studente attraverso le attività di creazione e valutazione di testi collaborativi in classe. L’app è di ispirazione specificamente didattica in quanto le credenziali d’accesso richiedono l’immissione dei dati della scuola d’appartenenza. Il sito permette di creare una storia o un ebook in un ambiente sicuro per gli studenti coinvolti, digitale, innovativo e semplice da usare.

Boomwriter è provvisto di tre diverse funzioni:

  • StoryWriter (sviluppo di testi in modo collettivo);
  • WordWriter (arricchimento lessicale) e
  • ProjectWriter (valutazione delle sezioni di testo prodotte dagli studenti).

La prima funzionalità è molto utile per la creazione di attività al museo, dal momento che dà la possibilità agli studenti coinvolti di adottare la tecnica dello storytelling per accrescere le capacità creative e di comunicazione. Infatti, agli studenti è richiesto di immaginare e di narrare una storia in modo collaborativo e secondo delle precise indicazioni fornite dall’insegnante, uno sforzo che permette lo sviluppo di un bagaglio lessicale ricco e diversificato.

Analogamente, Wordwriter rivolge la sua attenzione al vocabolario attraverso attività e dispense che permettono di imparare nuovi termini ed espressioni verbali.

Infine, ProjectWriter si focalizza sulla valutazione del progetto: tutta la classe visiona e valuta il prodotto dei vari componenti, arrivando alla versione finale del testo.

In ultima analisi, è evidente che Boomwriter può essere un utile supporto didattico per gli insegnanti per coinvolgere in un’unica attività comune di scrittura tutti gli elementi di un contesto classe e sviluppare la creatività, le competenze di analisi, comunicazione e pensiero critico.


Type
  • Tool
Usage
  • Instruction / assignment
  • Presenting / reporting
Learning activities
  • Enable cognition (observe, analyse, incite activity such as describe etc.)
  • Make a synthesis, interprete
  • Create own (re)presentation, impression
Context
  • Classroom
  • At home
Languages
  • English
  • Italian
Age 8 to 12+ years
Keywords
  • story writing
  • collaborative writing
Submitted by

 

Solve historical riddles through Kahoot!

GOALS

  • Develop the pupils consciousness about historical subjects,  traditions and customs by stimulating their physical and emotive participation through the OBL (Object Based Learning) method and a multidisciplinary approach;
  • Promotion of the 4Cs, such as critical thinking and creativity;
  • Pupils know how to use different types of sources in order to situate important historical personalities in chronological and social contexts;
  • Pupils know how to interpret a geographic map, organise information and be oriented in unknown places;
  • Pupils explore and appreciate artworks by developing a certain sensibility for their safeguard.

PARTICIPANTS Fifth class Primary School pupils. Groups of 5-8 children each.

DURATION 2 lessons and 1 guided tour in a heritage site or museum.

PLAN OF ACTIVITIES First Lesson: the teacher chooses a definite historical period and leads an interactive class by following an interdisciplinary approach through the use of different devices, such as maps, tablets,  Interactive White Board and 3D reproductions. This initial step provides a preparatory amount of information that easily introduce children to the subject of interest.

Heritage site guided tour: interactive tour leaded by teachers or guides supported by 3D reproductions and virtual reality.  Another good idea that could improve the involvement, communication and interaction among the pupils is a scavenger hunt: it develops students’ problem solving capability through the resolution of clues and riddles on the Kahoot! platform, in order to make a ranking of the best and fastest groups.

The treasure can be an imaginary letter written by an historical personality who addresses some questions to the pupils, such as what do they think about the present, compare it with the past and make expectations about the future. The use of Gamification in an onsite activity increases pupils’ engagement and interest towards historical subjects and develops spatial orientation through the use of maps and compasses provided by the teacher.

Second Lesson: the pupils are invited to report their impressions about the guided tour and write an answer to the historical personality met at the heritage site, in order to make comparisons between the different ages and customs. Finally, teachers provide other supports, such as books and photos, so that on one hand there are more elements that deeply analyze a subject, on the other hand it is the starting-point of a stimulating  dialogue between students and the teacher who exchange their ideas and interests.

TOOLS

  • Tablet
  • 3D reconstructions
  • Compass
  • Kahoot!
  • Photos
  • Books
  • IWB

Risolvi enigmi storici con Kahoot!

OBIETTIVI

  • Veicolare  tematiche di carattere storico, includendo tradizioni e costumi, stimolando i bambini  dal punto di vista fisico ed emotivo attraverso la tecnica dell’OBL (Object Based Learning) e l’interdisciplinarità;
  • Promozione delle 4C, in special modo del pensiero critico e della creatività;
  • Indurre i bambini a usare diversi tipi di fonti affinché imparino a situare importanti personaggi storici in precise coordinate cronologiche e sociali;
  • Saper interpretare una mappa geografica, organizzare le informazioni e sviluppare la capacità di orientarsi in nuovi spazi;
  • Esplorare e apprezzare opere d’arte sviluppando una sensibilità verso la loro salvaguardia.

PARTECIPANTI Gruppi di 5-8 studenti di quinta elementare.

DURATA 2 lezioni frontali e 1 visita guidata presso un sito archeologico o museo.

PIANO DI ATTIVITÀ Prima lezione: l’insegnante sceglie di analizzare un  periodo storico ritenuto significativo per i percorsi formativi del gruppo classe e  l’identità del Paese di appartenenza,  strutturandovi una lezione interattiva seguendo un approccio multisciplinare, avvalendosi di strumenti come tablets, LIM e riproduzioni 3D. In questo modo, l’insegnante fornisce delle informazioni di base che fungono da introduzione e preparazione alla visita guidata..

Visita guidata: gli insegnanti o la guida strutturano una visita interattiva supportata da riproduzioni 3D e realtà virtuale. Inoltre, l’organizzazione di una caccia al tesoro rappresenta un’occasione interessante che può incrementare il coinvolgimento, la comunicazione e l’interazione tra gli studenti attraverso la risoluzione di indizi ed enigmi sulla piattaforma Kahoot!, sulla quale comparirà una classifica dei gruppi più veloci e meritevoli.

Il tesoro finale potrebbe consistere in una lettera immaginaria scritta da un personaggio storico nella quale vengono poste alcune domande agli studenti: ad esempio, come giudicano il presente, fare dei paragoni con il passato ed esprimere speranze e visioni sul futuro. L’uso della Gamification nello svolgimento di  attività didattiche in loco aumenta sia l’interesse e il coinvolgimento dei bambini verso  temi storici, sia sviluppa l’orientamento spaziale grazie all’uso di mappe e bussole provviste dall’insegnante o dalla guida.

Seconda Lezione: ai bambini viene richiesto di riportare le loro impressioni sulla visita guidata e di scrivere una lettera di risposta al personaggio incontrato al museo o al sito archeologico, al  fine di fare dei paragoni tra le diverse epoche storiche con i loro usi e costumi.

Infine, gli insegnanti concludono l’attività in classe fornendo semplici materiali, come libri e foto, affinché da una parte vengano offerti maggiori elementi che approfondiscono le conoscenze pregresse, dall’altra parte prende avvio un dialogo stimolante e uno scambio di idee ed interessi fra studenti e docenti.

STRUMENTI

  • Tablet
  • Ricostruzioni 3D
  • Bussole
  • Kahoot!
  • Foto
  • Libri
  • LIM

Type
  • Practise
Usage
  • Instruction / assignment
  • Exploring / research / inquiry
Learning activities
  • Hook (get attention, build interest, break the ice, catch the eye)
  • Raise attention, intensify perception (raise questions, predict…)
  • Enable cognition (observe, analyse, incite activity such as describe etc.)
Context
  • Classroom
  • Museum
  • Heritage site
Keywords
  • Games
  • Scavenger hunt
  • history education
Submitted by

 

MOOCs, critical thinking and museum education

MOOCs, il pensiero critico e educazione museale

L’acronimo MOOC sta per Massive Open Online Courses, corsi online ad accesso libero e gratuito pensati per la formazione a distanza che coinvolga un numero elevato di utenti. I MOOC sono parte integrante e tra i prodotti digitali più interessanti delle Open Educational Resources (OERs), strumenti che stanno assumendo un peso sempre maggiore nelle politiche educative di molti Paesi. Grazie a tale tipo di corso online (corso che si presta ad essere impiegato nei molti campi del sapere scolastico e non) gli student possono acquisire delle informazioni preliminary prima della visita al museo e/o sito archeologico. Nel contempo, I docente e gli educatori museali possono creare percorsi di apprendimento costruiti in modo rigoroso dal punto di vista didattico e dei contenuti, al fine di promuovere l’interesse verso le tematiche e gli oggetti museali legati a determinati siti culturali su un largo bacino d’utenza.

Nello specifico, gli alunni di scuola primaria possono promuovere le loro competenze digitali attraverso la partecipazione a MOOC creati dai loro medesimi insegnanti e, contemporanemante, acquisire le informazioni necessarie prima di una visita al museo.

La durata ottimale di un corso MOOC per alunni di scuola secondaria è di circa 1 mese: esso, fruibile a distanza, deve essere compost da almeno due video e due schede di aprofondimento delle conoscenze. Utile la presenza di una prova di valutazione finale che consente al docente ideatore del corso di misurare le conoscenze acquisite dagli allienvi prima della visita al museo e dell’avvio delle attività in situ.

I tool digitali necessary per la costruzione e la creazione di MOOC sono applicazioni online per la realizzazione di video (Powtoon è una di esse: gratuita e facile da utilizzare), schede di approfondimento create come document digitale e un semplice Modulo di Google per la creazione della prova di verifica finale.

schermata-2016-09-30-alle-13-32-19

MOOCs, critical thinking and museum education

COURSES This approach can be applied in a wide range of courses / subjects such as:

·      Science

·      History

·      Geography

·      Art and design

NATIONAL CURRICULUM Multidisciplinary learning pathway, planned as MOOCs (Massive Open Online Courses), can promote the development of different knowledge and abilities, even in museum education. The Italian school system promotes the experimentation of new models, the use of innovative tools and the dissemination of best practices through the National Digital School Plan (issued in 2008 and transformed in one of the pillars of the 107/2015 act, aiming at creating new learning environments). The application of MOOCs in the field of artistic and cultural heritage education is a real challenge for innovation, in the fields of museum and pedagogy.

GOALS The aim of this approach is to develop digital skills and cultural and heritage education in primary school students and teachers. Future and current educators and teachers, through ideation and planning activities of MOOCs, have the chance to improve their teaching competences as well as their transversal digital abilities, their analytical skills and their critical thinking.

PARTICIPANTS Primary School students participate in a MOOC before their visit to a cultural site.

DURATION The duration of the course is about 1 week, in order to help the acquisition of basic information before visiting the museum or heritage site.

PLAN OF ACTIVITIES Since many years, museums, places of culture and education par excellence, have been interested in the promotion of artistic and cultural heritage by means of new forms of technology, mainly in the field of distance and digital learning. Through the use of MOOCs, museum education has the opportunity to broaden the areas of integration for the new technologies, while, at the same time, developing new teaching techniques for different users. Using MOOCs, museum and heritage sites can reach a high number of students and arise their curiosity about a theme linked to museum itself. At the same time, teachers con promote the development of basic knowledge before the museum/heritage site visit, creating a common learning pathway from MOOCs to the activities in the museum.

Teachers and/or museum educators create MOOCs in the field of museum education, taking into consideration a theme or a museum object linked to the cultural site. The duration of the MOOC is about 1 week and it is composed by at least 2 videos and 2 technical charts with in-depth information. Moreover, the course has a final evaluation activity, thanks to which teachers and/or museum educators can assess the level of knowledge acquisition.

UTILITIES A simple program of creating videos is necessary for teachers and museum educators to create parts of the MOOCs. Powtoon is useful to create funny videos in a simple way. Students need an online access to view and download videos and technical charts. The final evaluation activity can be done by an online form (ex. Google Forms).

moma-mooc


https://youtu.be/Lua2YK3LFbk

http://www.eurodl.org/materials/special/2015/Poce.htm

Type
  • Practise

Usage
  • Instruction / assignment
  • Presenting / reporting

Learning activities
  • Raise attention, intensify perception (raise questions, predict…)
  • Enable cognition (observe, analyse, incite activity such as describe etc.)
  • Make a synthesis, interprete

Context
  • Classroom

Languages
  • Italian

Age 6 to 12 years
Keywords
  • MOOC, prospective teacher, heritage education, 4Cs skills, critical use of technology, pensiero critico, educazione museale

Submitted by UNIROMATRE
 

Creative writing and museum objects

La scrittura creativa e oggetti museali

Gli studenti (dalla scuola primaria al liceo) possono migliorare la loro conoscenza riguardo un museo e gli oggetti museali in esso contenuti attraverso un corso di scrittura creativa. Attraverso tale tipo di approccio, le conoscenze, le abilità e competenze di base sono promosse contemporaneamente grazie all’utilizzo della tecnologia, dei lavori di gruppo e grazie alla presenza del tutor online. Gli alunni (dalla Scuola Primaria alle Scuole Secondarie di Secondo Grado), seguendo un corso erogato online, partecipano a tre unità didattiche sullo sviluppo delle abilità di scrittura creativa nel contesto delle conoscenze museali. Un tutor online (il docente) segue e valuta tutte le attività degli studenti. La durata del corso è di circa 4 settimane: 1 settimana dedicata ad ognuna delle attività 1 e 2, mentre due settimane per l’attività 3. Il percorso didattico è suddiviso in tre unità, ognuna con dei propri obiettivi specifici: analizzare un testo narrativo di argomento museale secondo gli elementi propri della narratologia, del linguaggio scientifico e della componente creativa; progettare e realizzare la scrittura creativa di argomento museale attraverso la stesura di un finale a partire da un racconto fornito;ideare, progettare e realizzare un testo creativo su un oggetto museale assegnato dal docente. Tutte le attività di scrittura sono effettuate tramite un programma di scrittura condivisa (es. Google Drive) in modo tale gli studenti possano lavorare anche a distanza. La presenza di una piattaforma per l’apprendimento a distanza risulta necessaria per l’organizzazione e l’attuazione delle attività

creative-writing


Creative writing and museum objects

COURSES This approach can be applied in a wide range of courses / subjects such as:

·      Science

·      Design and technology (ICT)

·      History

·      Geography

·      Art and design

NATIONAL CURRICULUM Heritage sites, museum and museum objects give the opportunity to promote creativity and writing skills, pivotal for developing other students’ basic skills, through an innovative learning approach.

GOALS The aim of this approach is to develop more skills and competences simultaneously, with the use of technology, cooperative learning methodology and an online tutor participation.

PARTICIPANTS Students (from primary to high school) participate in a course, given in e-learning mode and structured in 3 main activities where students work in groups. An online tutor (the teacher) evaluates and gives feedback to all students’ products

DURATION The duration of the course is about 4 weeks: 1 week for activities no.1 and no.2 and 2 weeks for activity no. 3.

PLAN OF ACTIVITIES The three activities are planned as follows: students read a short-story, based on a museum object and analise it (they highlight creative writing elements and available knowledge linked to the museum object); students write the end of a short-story which focuses on a museum object (they can develop their creative writing skills and knowledge about cultural heritage); students write a short-story which focus is a museum object assigned by the online tutor. All writing activities are carried out online through a collaborative writing program (e.g. Google Drive)

UTILITIES A online platform is necessary to organise the teaching approach.


http://www.libreriauniversitaria.it/tecnologia-critica-creativita-didattica-sci…

Type
  • Practise

Usage
  • Instruction / assignment
  • Exploring / research / inquiry
  • Recording / collecting

Learning activities
  • Signpost (introduce, set the scene, chapterise…)
  • Affect, emotional and empathic engagement
  • Make a synthesis, interprete
  • Create own (re)presentation, impression

Context
  • Classroom
  • Museum
  • At home

Languages
  • Italian

Age 6 to 12 years
Keywords
  • creative writing, museum object, short-story, writing skills, museum education, scrittura creativa, corsi online, oggetti museali

Submitted by UNIROMATRE

 

Object Based Learning and 3D Printing

Object Based Learning e stampa 3D

In questo seminario, gli studenti (dalla scuola primaria fino al liceo) partecipano a lezioni sull’Object Based Learning, finalizzate alla comprensione degli aspetti più importanti dell’OBL e del suo utilizzo in ambito didattico. Con l’aiuto di operatori esperti, l’oggetto museale viene stampato in 3D, grazie all’utilizzo di una stampante 3D e uno scanner digitale. L’oggetto stampato diventa il cuore dell’attività formativa innovativa: toccando l’oggetto e utilizzando i sensi, gli studenti possono avere un contatto diretto con l’oggetto stesso e, conseguentemente, sviluppare conoscenze e competenze nuove e approfondite. L’attività si conclude con un report scritto dagli studenti sull’OBL e sul percorso didattico a cui hanno partecipato, presentando la loro analisi/descrizione dell’oggetto stampato in 3D effettuata attraverso l’innovativa metodologia didattica.

Tale approccio didattico è destinato sia ad alunni di Scuola Primaria che Secondaria: le indicazione Nazionali promuovono, infatti, fin dai primi anni scolastici lo sviluppo di competenze legate alla promozione del pensiero critico e l’utilizzo di metodologie didattiche innovative, al fine di attuare una costruzione induttiva delle nuove conoscenze negli studenti. Grazie a questo tipo di attività didattica, gli alunni conoscono e interpretano direttamente l’oggetto museale posto nelle loro mani, utilizzando esclusivamente i sensi.

1-cittc3a0-tra-le-mani-1_0



COURSES This approach can be applied in a wide range of courses / subjects such as:

·      Science

·      Design and technology (ICT)

·      History

·      Geography

·      Art and design

NATIONAL CURRICULUM  In the Italian Educational System the acquisition and promotion of transversal or soft skills is promoted from Primary Schools to High Schools. Critical thinking education is today of utmost importance for schools in the preparation of future workers and participatory citizens.

GOALS The aim of this approach is to develop critical thinking skills through Object Based learning methodology and 3D printing. The approach has been developed from the idea that “the use of museum collections as a path to learn-ing […] is fast becoming a new pedagogy for education. Despite a strong tradition of us-ing lectures as a way of delivering the curriculum, the positive benefits of ‘active’ and ‘ex-periential learning’ are being recognised” (Hannan – Chatterjee, 2015).

PARTICIPANTS Primary, Middle and High school students, divided into working groups (3 to 5).

DURATION 2 activities. About 2 hours for each activity.

PLAN OF ACTIVITIES The OBL is related to the direct use of the object (documents, work of art, materials) in teaching and learning (see http://www.ucl.ac.uk/museums/learning-resources/object-based-learning). Starting from the objects, students are stimulated in a sort of contest and a continuous interaction with the object, which promotes a critical approach to knowledge.

This approach is composed by 2 main activities: during the first one, students (divided into working groups of 3 to 5) choose a museum object (already 3D printed) on a multi-sensorial level, touching and observing the object in an unusual and innovative way. Students could think about the object’s origin, its use and the inter-disciplinary involvement. During the second activity, students write a report about the activity and about the result of their analysis, presenting it to other students in order to evaluate the learning activity. In this way, all of them can develop their critical thinking in a museum context, thanks to a well-defined learning activity and a critical use of technology in heritage education.

UTILITIES 3D printed museum object.


http://www.archeomatica.it/formazione/must-lecce-workshop-object-based-learning…

Type
  • Practise

Usage
  • Instruction / assignment
  • Exploring / research / inquiry
  • Presenting / reporting

Learning activities
  • Show, demonstrate, give access to (also tangible) also to events, objects that are otherwise inaccessible
  • Enable cognition (observe, analyse, incite activity such as describe etc.)
  • Make a synthesis, interprete
  • Create own (re)presentation, impression

Context
  • Museum
  • Heritage site

Languages
  • English
  • Italian

Age 6 to 12 years
Keywords
  • 3D printing, Object Based Learning, OBL, Stampa 3D, Attività formativa innovativa

Submitted by UNIROMATRE