quinta-feira, 17 de julho de 2014

Today Presentations - 17/07/2014


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.
 
Petra Bauer


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?

Wilke Held



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).

Jennifer Hoff


Marie-Christine Hensel
More Transparency, More Motivation

Some points of reflection:
Help for transparent and fair evaluation.
 
Marie-Christine
 


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.


Tobias Bahert
 
 What a great day!!
 

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