GenerationAI_IO1_Pedagogical Framework
The European Commission's support for the production of this publication does not constitute an endorsement of the contents, which reflect the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein. [Project Number: 2020-1- NL01-KA201-064712] www.generation-ai.eu/ points the player receives. The researchers compared the impact of the game to primary students in Estonia, with the effect of a conventional method including a PowerPoint presentation with Multimedia given by the teacher. The results showed that AutoThinking improved the computational thinking more than the conventional approach. Furthermore, Sung et al. (2018) used a 3D experiential game on the computer to educate elementary students about rocks and minerals. In this game players are sent back 2000 years in time to investigate how rocks and energy are generated, however due to problems with the time machine, the player needs to collect all the materials and rocks and minerals to go back to prevent the energy crisis. Hence, students use their critical thinking skills to make this investigation. Moreover, Huang et al. (2020) tested the impact of a Digital Escape Room (DER) as a teaching approach for Science, in which the players-students run through the scenarios to solve the puzzle using digital puzzles, riddles and clues. Both, Sung et al. (2018) and Huang et al. (2020) combined technology tools with a game based learning setting as a strategy to improve the problem-solving skills of the students, with result to increase more the interest and engagement of students in the learning process. In addition to the game-based approaches, through the “eTwinning” which is an online community for European schools co-funded by the Erasmus+ and specifically the eTwinning project “Me The AI #2.0”, students were actively involved in collaborative, innovative and original activities in order to comprehend and use the new technologies of AI and ML. Students had the opportunity to learn and apply alternative teaching techniques, emphasise their talents and creativity, acquire necessary digital skills, familiarize themselves with new technologies (AI, ML, Computer Science, Robotics, Programming), develop critical
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