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 universitiesSome 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:
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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?
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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.
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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.
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Tobias Bahert |
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