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en:intern:allgemeineinfos [2022/09/22 12:34] frederike_lmzen:intern:allgemeineinfos [2023/04/06 12:44] (current) chbinder
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-FIXME **This page is not fully translated, yet. Please help completing the translation.**\\ //(remove this paragraph once the translation is finished)//+<heading 1>BLOCKALOT: The Creative Minetest Server for Future-Oriented Learning</heading>
  
-<heading 1>BLOCKALOTA Creative Minetest Server for Future-Oriented Learning</heading>+<grid cols="30% 70%" rows="100%"> <box grid-row="span 1" grid-col="1 span 1" border-width=1em border-color=rgba(0,0,0,0)>{{:img:allginfos:screenshot1.jpg?nolink&|screenshot1.jpg}}</box> <box grid-row="1 span 1" grid-col="2 span 1">The sandbox video game engine Minetest provides an infinite number of possibilities to be creative, to collaboratively build worlds and to learn in a flexible and problem-oriented way. Learners are able to make meaningful experiences that they could not make in the physical world. By combining knowledge, skills, attitudes and values in a task-based setting, the learners will develop competencies that will provide them with agency in the future. This includes dealing with in-world simulations that give them a taste of the consequences of their actions. Therefore, learners can experience self-efficacy and agency, and they can take responsibility for their learning and ultimately their (and our) future. In order to guarantee immersion in the learning process, a narrative can help tremendously. All this and much more makes Minetest a very good tool for game-based learning and makes a sustainable transformation of learning possible. By simulating various aspects of the physical world, Minetest also makes [[https://www.petiteprof79.eu/zeitgemaesses-und-zukunftsorientiertes-lernen/|future-oriented learning]] (🇩🇪) possible in many ways. This is because the learners can try to tackle urgent challenges of the physical world in the virtual world, learn from their mistakes and then transfer what they have learned to the physical world. The server dashboard BLOCKALOT represents the interface between technology and learning adventures in the Minetest world. It enables teachers and staff of other educational institutions to create and manage learning spaces for individual learning experiences. Through game-based learning, the teacher’s role transforms into that of a learning partners for their younger peers in an effort to create a better future.</box> </grid>
  
-<grid cols="30% 70%" rows="100%"> +<accordion autoclose><accordion-item title="First Project Period">The first part of the projectfrom January to August 2021was about creating the technical infrastructure for BLOCKALOT and designing and testing the first learning scenarios. The [[https://www.next.blockalot.de/s/handreichung1|first booklet]] (🇩🇪), which is quite technical in nature, accompanied this first project period.</accordion-item
-<box grid-row="1 span 1grid-col="1 span 1" border-width=1em border-color=rgba(0,0,0,0)>{{:img:allginfos:screenshot1.jpg?nolink&}}</box+<accordion-item title="Second Project Period">Building on the experiences of the first project period, the second project periodwhich started in September 2021has put an emphasis on the pedagogical background of game-based learning. As a resultwe have replaced the term “contemporary education” with [[https://www.lmz-bw.de/medien-und-bildung/medienwissen/innovation/innovationen-als-chance-fuer-zukunftsorientiertes-lernen/#/medien-und-bildung/medienwissen/innovation/innovationen-als-chance-fuer-zukunftsorientiertes-lernen/#c71607|future-oriented learning]]. In the future, we want the community of users to grow and provide even more targeted support for the learning partners (formerly known as teachers) involved. For examplewe plan to offer more practical training, continue with regular community events, and develop more templates. The [[https://www.next.blockalot.de/s/handreichung2|second booklet]] (🇩🇪) reflects these more recent developements and contains practical examples from various authors who use Minetest in their educational practice.</accordion-item> 
-<box grid-row="1 span 1" grid-col="2 span 1">The sandbox video game Minetest provides an infinite number of possibilities to be creative, to collaboratively build worlds and to learn in an open-ended and problem-oriented way. Learners are able to have a range of experiences that they will not experience otherwise. They experience significant transfer processes in which they need to deploy their knowledge to find solutions. They also experience simulations of what will happen in consequence of their actions or what might happen in the future. In this waylearners experience self-efficacy and learn actively through their actions in the virtual world. In particularwhen these actions are embedded in a narrativeMinetest is a very good example of game-based learning and enables the sustainable transformation of learning. By simulating the features of our worldMinetest also makes + <accordion-item title="The Emergence of the Project">Originally, the project was a student project entitled “Minetest: Build the Future! The Creative Minetest Server for Contemporary Education” and covered the winter term of 2020. The project team of Pinkinelli & Partner consisted of the following members: Alexander Berndt, Tim Budras, Christian Reski, Lucas Kornmüller, Fabian Metz, Lars Schneider, and Silas PinkinelliOver a period of eleven weeks, the team created BLOCKALOT as their applied project at the University of Applied Sciences Karlsruhe. The creation of BLOCKALOT was comissioned by the Landesmedienzentrum Baden-Württemberg (LMZ BW). The platform was intended to give teachers the chance to easily explore the use of game-based learning without much technological expertise and without having to set up their own server. Thusthey will be able to join like-minded colleagues on their way into the 21st century. Since the completion of the student project, part of the project team has been working on maintenance and further development of the BLOCKALOT platform. </accordion-item></accordion>
-[[https://www.lmz-bw.de/medien-und-bildung/medienwissen/innovation/innovationen-als-chance-fuer-zukunftsorientiertes-lernen/#/medien-und-bildung/medienwissen/innovation/innovationen-als-chance-fuer-zukunftsorientiertes-lernen/#c71607|future-oriented learning]] possibleThis is because the learners try to solve real problems in the virtual worldlearn from their mistakes and then transfer what they have learned to the physical world.  +
-The server dashboard BLOCKALOT represents the interface between technology and learning adventures in the Minetest world. It enables school teachers and staff of other educational institutions to create and manage learning spaces for individual learning experiencesThrough game-based learning, the teacher’s role changes towards their becoming learning partners for learners.</box> +
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-<row> <col border-width=1em border-color=rgba(0,0,0,0)><button type=blgreen collapse-id="projektphase1">First Project Phase</button> <collapse id="projektphase1">The first phase of the project, from January to August 2021, was about creating the technical infrastructure for BLOCKALOT and designing and testing the first learning scenarios.  The publication of the [[https://nx19129.your-storageshare.de/s/XDC29zLJdj64FN6|first handout 🇩🇪]] that is quite technical or application-oriented has accompanied this rather technical first phase.</collapse></col> <col border-width=1em border-color=rgba(0,0,0,0)><button type=blgreen collapse-id="projektphase2">Second Project Phase</button> <collapse id="projektphase2">Building on the experiences of the first project phasefor the second phase that started in September 2021 we have decided that we would like to foreground the pedagogy. As result, we have moved away from using the term “contemporary education” and now speak of [[https://www.lmz-bw.de/medien-und-bildung/medienwissen/innovation/innovationen-als-chance-fuer-zukunftsorientiertes-lernen/#/medien-und-bildung/medienwissen/innovation/innovationen-als-chance-fuer-zukunftsorientiertes-lernen/#c71607|future-oriented learning]]. In the future, we would like to expand the circle of users and provide even more targeted support for the learning partners (formerly known as teachers) involved. For example, we plan to offer more in-service training, continue with regular exchange meetings, and develop more templates. The [[https://nx19129.your-storageshare.de/s/rDzGs3pkPMaroTq|second handout 🇩🇪]] accompanies these adjustments and contains practical examples from various authors who use Minetest in their educational practice.</collapse></col> </row>+<alert bl-green>The projectdeclared goal is to build a German (or even European/internationalnetwork, a //community of practice// that will establish game-based learning with Minetest as a clear alternative for traditional teaching.</alert>
  
-The project’s declared goal is to build up a Germany-wide network, a //community of practice// that establishes game-based learning with Minetest as a serious alternative for traditional teaching. 
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-<button type=blgreen collapse-id="entstehung">The Emergence of the Project</button> <collapse id="entstehung">Diese Projektdokumentation schildert die Entstehung des Anwendungsprojektes „Minetest - Baut Zukunft! Der kreative Minetest-Server für zeitgemäße Bildung“ im Wintersemester 2020. Das Projektteam Pinkinelli & Partner bestand aus den folgenden Mitgliedern: Alexander Berndt, Tim Budras, Christian Reski, Lucas Kornmüller, Fabian Metz, Lars Schneider und Silas Pinkinelli. Im Rahmen des Anwendungsprojektes der Hochschule Karlsruhe Technik & Wirtschaft wurde über einen Zeitraum von 11 Wochen im Auftrag des Landesmedienzentrums Baden-Württemberg (LMZ BW) ein Produkt namens BLOCKALOT geschaffen, welches es Lehrkräften auf einfache Art und Weise ermöglicht, ohne viel technische Kompetenzen und ohne selbst einen Server aufbauen zu müssen, den Einsatz von Game-Based Learning auszuprobieren und sich mit gleichgesonnenen Kollegen auf den Weg ins 21. Jahrhundert zu machen. Seit Abschluss des Anwendungsprojekts unterstützt ein Teil des Projektteams das Landesmedienzentrum BW bei der Pflege und Weiterentwicklung der BLOCKALOT-Plattform. <heading 2>Project Aims</heading>Das Anwendungsprojekt umfasste die Bereitstellung der nötigen Infrastruktur zum Einsatz der Game Engine Minetest an Schulen. Zusammen mit der notwendigen pädagogischen Unterstützung sollte es einen ersten Schritt hin zu einer neuen Art von Lernen darstellen.</collapse>  <hr>