General Info
A time capsule flies around the Earth: it contains some essential elements for life and a message for future generations. Imagine having to choose the most important things for man and for the Earth and wanting to suggest to future generations what to protect and protect ... The code uses "Text to Speech" to explain the purpose of collecting the elements handed down; the "Video Sensing" instead allows to live in an augmented reality in which it is possible to act on objects only by "touching" them in a virtual way. Position yourself at the bottom of the screen and try to touch the images to discover our choices!
Audience and Educational Framework
Educational Details
The innovative nature of the "A message from the past" project is given by the approach rather than the content. Problem Solving is a method of dealing with problems or challenges in an imaginative way, redefining problems, finding original ideas and solutions to put them into practice.
Using this approach combined with the cooperative learning methodology offers children the opportunity to develop divergent and convergent thinking at the same time, exponentially igniting creative thinking for the production of innovative solutions.
The students were organized into teams; each of which worked on its own project initially in curricular hours and, in a second phase, in extracurricular hours.
The project was developed starting from the choice of the theme, presentation planning, programming code, the implementation of the whole product.
The students imagined a time capsule as a container intended to contain objects and information destined to be recovered in a future era and designed to help future generations save the world in an interactive microworld.
The problem solving, thanks to its metacognitive value, is configured as a gym for the ability of self-regulation since the pupils will be in a position to monitor the processes and evaluate their degrees of usefulness, necessity, appropriateness with the aim of identifying the solution , comparing the personal resolution procedures within the group, and will activate positive transfers of learning.
Through laboratory activities, students acquire cognitive flexibility that allows them to orient themselves in unpredictable and changing contexts, becoming "good thinkers", effective problem solvers and lifelong learners.
Through these experiences the student is able to:
- develop problem solving skills;
- develop IT skills (metacompetences) in the training process;
- develop algorithmic thinking as a general strategy for dealing with problems;
- explain the procedure followed, also in writing, while maintaining control over both the resolution process and the results;
- compare different procedures and produce formalizations that allow him to move from a specific problem to a class of problems;
- support one's convictions, bringing appropriate examples and counterexamples and using concatenations of affirmations; agrees to change opinion by recognizing the logical consequences of a correct argument;
- find satisfaction in learning and in demonstrating knowledge
Scratch programming language platform
Electronic devices: computer, smartphone, tablet
Implementation
(where and how the practice was implemented)
Educational material/resources (file/URL) accompanying the practice
Italian