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Authors
Advisor(s)
Abstract(s)
In this paper we present Geodromo, a prototype of an educational multimedia system, part of the Portuguese Ciência Viva
(Live Science) education program, aimed at young people and designed with innovative characteristics. The project is
based on a robotic multimedia simulator platform and an online puzzle game aimed at teaching Geology, Climate,
Biology and Archeology associated with a Portuguese National Park. The development of the prototype was challenging
as it was intended to uphold the interweaving of multimedia events with online resources, based on research that
promotes the design of emotional and cognitive factors in educational communications. One of the main concerns was the
analysis and study of some pedagogical issues in order to make the project sustainable. Whatever the scientific relevance
of the topics and the inherent techno-cultural appeal of the project, the aim was to bring students closer to an
“undercover” reality, as authentic as it gets with digital media, and allow for them to convey emotions naturally. We
found these to be major success factors in the establishment of an effective relationship between the technology and the
pedagogy required to study those particular science topics.
Description
Keywords
Educational multimedia Exploratory learning Robotic simulator platform Educational games
Pedagogical Context
Citation
Bidarra, J., & O. Martins (2009). Crossing boundaries with Geodromo: An interactive cross-media experience. Comunicação publicada nas atas da conferência CELDA 2009 - Cognition and Exploratory Learning in the Digital Age, Roma, 20-22 de novembro de 2009.
Publisher
IADIS
