CHRISTIAN
Dreaming
of producing film? You’ve got 72 hours!
PETRA BAUER
The
use of E-learning-tools in international cooperation between courses in higher
education at universities
Some points of reflection:
International cooperation course in Tampere.
LMS: Olat (open access; possibility for video upload
for students; chat; virtual classroom).
The use of E-Porfolio. Positive evaluation. Group
task: Professional and Media
Literacy.
Wilke Held
The political village 2.0
Some points of reflection:
Politics is who
gets what, when and where?
Dramaturgy of
the game:
(a)
Discover – (b) Systemize
– (c) Apply
(a)
Becoming
political…finding like-minded persons
(b)
What’s “left” –
what’s “right” (procedures; resources)
(c)
Problems and
ideologies
How to end an
endless “game”? – final analysis: change of levels
Specifics: the
teachers, simulation and reality, reflexivity, emotions
Difficulties: time, techniques, nature of problems,
class-atmosphere, imagination, depiction.
Evolution of
the method: How would the village 2.0 work technically and didactically? What
advantages does the village 2.0 have?
Aims of village
2.0: enhance political while using the advantages of the web 2.0.; the village
2.0 as an example of the intelligent use of modern media?
JENNIFER HOFF
Chances and Limits of the Usage of the
Interactive Whiteboard in the Classroom
Some points of reflection:
Media concept
in schools: present the possibilities.
Interactive
whiteboard: arguments for teachers and arguments for students. How to use
interactive whiteboard during lessons. How to prepare a good digital worksheet
(hot potatoes).
Marie-Christine Hensel
More Transparency, More Motivation
Some points of reflection:
Help for
transparent and fair evaluation.
TOBIAS
BAHERT
More
Engagment with Gamification
Some points of reflection:
Types of motivation; Motivational needs: self-worth,
to be in charge, feedback, cheers, self-determination, challenging tasks.
“Bottle Bank Arcade” was the motive to a competition
between groups – gamification (is the use of game elements and game-design in
non-game contexts to engage people motivation actions (…)).
Another activity: what makes a game a game?
Tobias show us how to use the possibilities of web 2.0
and Gamification to engage students? Example: MindTrickler.
What a great day!!