The
games are developed and managed by future Informatics teachers who are
attending the classes of TeaM lab at ELTE University.
The two semester course named „Telementoring” has
the project deliverable for producing and managing the game.
Every
year students attending the course sum up the experiences of past years
and design a brand new game for the current year. Current games are
always based on current issues into which their own personal
professional ambitions and learned innovative technologies are blended
and supported through mentoring participants.
· Turcsanyi-Szabo,
M. (2006). Blending projects serving public education into teacher
training. In Kumar, Deepak; Turner, Joe (Eds.) Education
for the 21st Century – Impact of ICT
and Digital Resources, IFIP 19th World Computer Congress,
TC-3 Education, IFIP series Vol. 210, pp. 235-244, Springer. http://www.springerlink.com/content/k8q6107r3gu60838/
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![](Index_en_elemei/image002.gif)
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Organisers:
ELTE TeaM lab
Márta
Turcsányi-Szabó -
turcsanyine @ ludens.elte.hu
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![](Index_elemei/image013.gif)
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TeaM Challenge 2008 - 2009
The goal of this
year's international game is to meet with other cultures and get acquianted through communication. The game takes place from 1st
November 2008 till 23rd January 2009.
You can find more information about the game HERE.
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![](Index_elemei/image012.gif)
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TeaM Challenge
2008 „Fight! Dare! Winn!”
This
year’s event is connected to an important event, organized in
China, the Olympics. The game took place in three tournaments between
2008. February 4. and April 30.
Game portal is
accessible at:
http://njszt-kozokt.inf.elte.hu/kihivas2008/
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![](Index_en_elemei/image004.gif)
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TeaM
Challenge 2006 “The sea of memories”
This
game is not a continuation of the previous, but has an original theme,
structure and content, with an attempt to alter and renew the challenge
series. Here the students are faced with items, photos and letters
found in an old chest in the attic of a lonely house, which is
introduced by a short story. They have to find out the keys to the
mysterious items and connection between them, if there are any. They
also have to write a short essay as continuation of the story
explaining who the owner might be. http://njszt-kozokt.inf.elte.hu/kihivas/
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![](Index_en_elemei/image006.gif)
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TeaM
Challenge 2005 “Get to know the world
collaboratively through the Internetl”
Similarly
to the previous one, but mysterious puzzles had to be submitted by the
children themselves and the emphasis was on collaborative work. http://matchsz.inf.elte.hu/kihivas2005/
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![](Index_en_elemei/image008.gif)
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TeaM
Challenge 2004 “Get to know the world through the
Internetl”
Similarly
to the previous one, but here the scope was extended to the whole world
and the emphasis was on developing creativity. http://matchsz.inf.elte.hu/kihivas2004/
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![](Index_en_elemei/image010.jpg)
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TeaM
Challenge 2003 “Get to know the EU through the
Internetl”
The
second such game the following year was a national movement and was
launched together with John
von Neumann Computer Society on the centenary of John von
Neumann’s birth and concentrated on the preparation for the
coming elections to define whether Hungary
wishes to join the EU in 2003. 100 schools participated and turned the
event into a big success: http://kihivas2003.neumann-centenarium.hu
· Réthely-Prikkel,
B., Turcsányi-Szabó, M. (2003), Team Challenge,
Proceedings of Eurologo 2003, pp. 281 – 290, 27-30 August Porto,
Portugal.
http://matchsz.inf.elte.hu/Colabs/Porto/pubs/RPB_TSzM.pdf
· Turcsanyi-Szabo,
M., Bedo, A., Pluhar, Zs. (2006). Case study of a TeaM Challenge game
– e-PBL revisited, ed. Watson, D. Education
and Information Technologies, No.4 October 2006. Springer http://www.springerlink.com/content/t4896677504820u2/
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![](Index_en_elemei/image011.gif)
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TeaM
Challenge 2002 “Get to know Hungary
through the Internet”
The
first game was developed as course assignment and redone by some
students after the autumn semester to be launched dueing the spring
semester next year in 2002. 50 schools (even a Hungarian school from Slovakia)
and telehouses participated and made it a success: http://comlogo.web.elte.hu/team/kihivas/index.html
· Kaszás
Péter, Réthey-Prikkel Brigitta (2003):
Kihívás 2002 – internetes
keresőjáték
10-14 éves gyerekek számára,
Új
Pedagógiai Szemle 2003 július-augusztus. http://www.oki.hu/oldal.php?tipus=cikk&kod=2003-07-in-Tobbek-Kihivas
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