At Metsokangas Comprehensive School the classes of 3CD learned about innovations at first by watching the video and then by discussing together. During discussion they thought about what kind of innovations and new kind of toys they know: for example they mentioned different kind of robots, moving rabbits and talking teddy bears. After these examples many students noticed that they own the some kind of innovative toy. A few students also noticed that they had a board game or book which include DVD-exercises or a game on the CD disc. After discussing those topics students had to think who can make innovations. It was an easy question because students mentioned almost immediately americans, japanese people, chinese people, factory workers, inventors and last but not least everybody on the planet. After discussion we defined the term of innovation. For the best thing students noticed that innovations can solve some problem and generate positive cash flow to the innovators or their employer.
After defining the term of innovation the students had a possibility to think about innovated, technology based board games about Finnish landscapes. At first the teacher presented the blank board game that included only the map of Finland. All students together invented three different versions of the new kind of board game that includes for example QR-codes, DVD-exercises and Led-lights. They also had to think about what materials they need to make the game complete.
After the common start students were divided into groups of three and they started to plan their board game with the planning paper. During the planning they had to make three questions and answers about the seven Finnish landscape areas, design the background of the game board, make the rules, decide how someone can win the game and where are the starting and the finishing points, plan the routes and decide which technologies are included into the game. After filling in the planning paper students got an A3-sized paper to implement their game board.
As a technology solutions the most of the groups used QR-codes. Into the codes they included the game instructions and questions or answers. They created QR-codes by using QR code Generator. That’s why they have to use mobile device to open the codes during playing.
Some groups also wanted to use Led-lights to mark for examples aiports, harbors or starting points. They soldered Led-lights and made the electric circuits by themselves.
After the games were ready they played them and enjoyed their well-done work. As a QR code reader they had a possibility to use their own mobile phones.
Jaana, Petri and Päivi and students of Metsokangas school, Oulu, Finland