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Finland
The student-centered model for digital content production

Hug me! – collaborative digital learning

Marker Mikkeli, Finland
This model focuses on coaching learners towards emergent leadership; the ability to steer things in the right direction without the authority to do so, through social competence using collaboratively digital tools and environments. A model to use learners' hidden competences and intrinsic motivation in digital learning processes.
Introduction

What is it all about?

“The Hug me! - innovation improves student agency, proactivity and entrepreneurship skills. It creates a foundation for collaborative digital learning and the improvement of socio-emotional skills.”

Marja-Leena Bilund

According to a PISA study, 15 percent of Finnish students feel left out and even more feel unmotivated at school. Schools must change in order to stay meaningful to students and fill the gap between students' and teachers' digital skills. Teaching methods and tools should provide students with the means necessary to cope in their personal lives as well as in the working life. These skills include socio-emotional skills, problem solving skills, critical thinking, creativity as well as collaborative skills.

Hug me! strides to answer this need with student-centered collaborative digital content projects. The projects improve the students’ sense of agency, proactivity and entrepreneurship skills while creating a foundation for collaborative digital learning and improving socio-emotional skills.

Hug me! aims for transversal competence stated in the new Finnish national core curriculum of 2014; thinking and learning to learn, cultural competence, interaction and self-expression, taking care of oneself and managing daily life, multiliteracy, ICT Competence, working life competence and entrepreneurship, participation, involvement and building a sustainable future.

The innovation allows students to create their own digital projects in groups. They choose the tools and methods themselves as well as the phenomenon itself. A solution-based approach and autonomy are key elements for the successful implementation of the model.

Instructors encourage the students to face themselves as well as their hopes, fears and thoughts. Through this self-examination they learn to understand others – we have more in common than not. The group is a safe space to take chances and eliminate fears of failure or embarrassment.

The innovation instructs teachers how to implement content production into collaborative learning among students.

 

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Intended Outcomes
135
Views
6 - 15
Age Group
2014
Established
Resources Needed
One teacher is enough. You can start with one tablet. Ideally you'll have one 2-in-1 tablet (tablet + keyboard) for every four students. Individual education packages will be coming soon for emotional skills and digital content production.
HundrED Criteria
innovativeness
impact
scalability
In this solution-based collaborative learning, socio-emotional skills and digital content are linked together to make learning an adventure and help students to find the joy of learning through digitalization in school.
The impact of our solution can be seen in students’ experiences that are linked to 21st century's future skills and in intrinsic motivation Collaborative skills, negotiation skills and flexibility; students learn to listen to each other and tolerate different people and ideas.
By using digital tools and platforms sourced by Cuppla and Claned and developed for Hug me!, teachers and students can collect all digital content into one location and share the content with each other. This solution combines device and learning management and supports collaborative learning. It can be used anytime, anywhere.
Posts

See this innovation in action.


Steps

Inspired to implement this? Here's how...

01
Socio-emotional skills as the base for collaborative learning
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02
Choosing a phenomenon to study
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03
Choosing the subjects linked to the phenomenon
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04
Dividing into groups
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05
Setting goals and creating research questions
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06
Choosing digital platforms and applications
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