Gamified maths, AI & videos in primary school in Finland

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GAMIFIED MATHS IN PRIMARY SCHOOL IN FINLAND ARTIFICIAL INTELLIGENCE, VIDEOS AND LITTLE LEARNERS

Transcript of Gamified maths, AI & videos in primary school in Finland

Page 1: Gamified maths, AI & videos in primary school in Finland

GAMIFIED MATHS IN PRIMARY SCHOOL IN FINLANDARTIFICIAL INTELLIGENCE, VIDEOS AND LITTLE LEARNERS

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PEDAGOGY AND EDTECH – SMART TECH IN SMART USE• Successful integration of technology

in education is not just about choosing the right device or application. Teachers should use teaching methods that utilize technology in the most efficient way.• The challenge is that the teachers

can build the connection between technology and learning.  

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TECH = TOOL

Technology is a tool in education that demands a skillful teacher and pedagogy to effectively support learning. During action research a motivating learning environment was developed, with a digital learning game and the flipped classroom pedagogy. The target group was first year pupils in a primary school. There were seventeen pupils in the class: nine of them were girls and eight were boys. The experiment was held during five weeks and there was one lesson per week. 

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FLIPPED CLASSROOM PEDAGOGY

• In the flipped classroom pedagogy, homework and teaching change places. Introduction to the learning content and teaching is provided via video. Pupils become familiar with new topics and content, with the help of homework videos. • However, the videos are not the main focus of the pedagogy. More important is the

interaction and collaboration whereby the teacher moves from the front of the classroom next to the pupils as a facilitator. • It was also interesting to find how well the children worked together and helped each

other out. 

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COLLABORATION

• Pedagogy, a digital game and videos supported the collaborative learning in the classroom and the whole school.• Instead of using a book, pupils were playing a mathematics learning

game. • The new curriculum emphasizes the use of technology and group

work. Games can offer an interactive and exciting content to learners and promote co-operation in learning. 

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ACTION RESEARCH

•The research was qualitative and the aim was to develop an effective pedagogical model to support the use of technology in education. Action research provided a systematic framework for the development process.

• The theoretical framework and questions guided the research and refined answers to the research problems.

• The data collection method was by observation, which allowed for the involvement and activation in pupils learning. Also the class teacher was observing the lessons and the pupils filled in feedback questionnaires after the lessons. 

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THE RESULTS AND FEEDBACK

• The results were encouraging and the feedback from pupils and their teacher was positive during the experiment. • The learning videos, the game and the pedagogy together, were effective and

motivating in the mathematics lessons. • The games artificial intelligence supported pupils’ individual learning and

advancement in the mathematics exercises. • The videos made it possible for pupils to learn everywhere and at all times. The

use of technology enabled collaborative learning, the sharing of pedagogical skills and knowledge within the whole school and beyond.

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MOOC ON INNOVATIVE PEDAGOGY AND EDTECH IN FINLAND• ALO Finland is creating a MOOC on Innovative Pedagogy and

EdTech in Finland, which will be ready early 2017. Just in time to celebrate 100 years old Finland! • MOOC = Massive Open Online Course

Gamified lessons are part of the course. Hope you find the course overview interesting: https://eliademy.com/catalog/catalog/product/view/sku/67ec2f85c0 

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THANK YOU!

•  Join me in the conversation and help me create meaningful MOOC content. Tweet your thoughts and ideas @pirre74 • You can also comment on my Blog:

https://alofinland.wordpress.com/ • Warm Autumn Greetings from

Finland! • [email protected]