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Energiser, Ice-breaker, Group Building Activity, Info session
An educational tool designed to explore the flora, fauna, and geology of the Helmos-Vouraikos UNESCO Global Geopark.
1. Collaboration
Developing collaboration and communication skills as participants interact and exchange information with each other
2. Informed
Familiarization with the basic flora, fauna and rocks of the protected area of the Chelmos Vouraikos Geopark.
3. Identify species
Fostering skills of observation and recognition of nature and its various organisms.
4. Crititcal thinking
Dealing with challenges and problems such as choosing the right attributes for items and identifying true and false statements in the game.
- Introduction (10 minutes):
Begin with a brief overview of the tool’s objectives and the importance of using both digital and non-digital tools in education.
Introduce the concept of hybrid learning methodologies and explain how the workshop will demonstrate this approach using the “GeoQuest” tool.
Provide a quick introduction to the Helmos-Vouraikos UNESCO Global Geopark, emphasising its significance in the context of the game.
- Energizer Activity (15 minutes):
Participants could sit in a circle and mimic the species on their cards, switching places with others when specific characteristics are called out.
This activity serves to refresh the group’s energy, foster a fun atmosphere, and introduce participants to the species they will encounter during the game.
- Instructions (10 minutes):
Explain the rules and objectives of the game.
Ensure participants understand how to use the game cards and QR codes for accessing additional information.
- Game Play (15-20 minutes):
The team engages in a card game where they compare attributes of different species within the Geopark.
Participants interact with each other to identify species and discuss their characteristics, fostering collaboration and critical thinking, also by using QR codes to access additional content and interact with the game in a more tech-driven manner.
The tool is an interactive scavenger hunt or an identity game where participants must determine truths and lies about the species they represent.
- Reflection and Group Discussion (20 minutes):
Invite participants to share their experiences from the game.
Facilitate a discussion on what they learned, focusing on the differences and similarities between the digital and non-digital experiences.
Encourage participants to think about how they could apply these hybrid methodologies in their own educational or professional contexts.
- Conclusion (10 minutes):
Summarise the key takeaways from the activity, emphasising the value of hybrid educational tools.
Encourage participants to stay connected for future collaboration or sharing of ideas.
Open the floor for any final questions or comments before closing the session.
SALTO cannot be held responsible for the inappropriate use of these training tools. Always adapt training tools to your aims, context, target group and to your own skills! These tools have been used in a variety of formats and situations. Please notify SALTO should you know about the origin of or copyright on this tool.
http://toolbox.salto-youth.net/4615
This tool addresses
Environment
It is recommended for use in:
Training and Networking
Materials needed:
- 30 Game cards
- 30 lanyards,
- 30 blank sheets for the activities.
- 30 Chairs
- 30 Pens for participants.
- 1 Projector and screen for displaying instructions and additional information.
- Internet access for participants to use QR codes on the game cards for further research.
Duration:
1h up to 1h30mins
The tool was created by
Ilias Karachalios
The tool has been experimented in
18th International Tool Fair - Tech-tonic Motions in Learning - ITFXVIII
The tool was published to the Toolbox by
ilias karachalios (on 10 December 2024)
and last modified
6 December 2024
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