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## Learning with creativity: Let the game begin! - Editorial Board

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"This is me and my English world: ready...steady...go!" |

Capitals of Europe ## Author: Georges Filippousis## Description:It is a game of knowledge with the support of augmented reality-application and interactive map. Students work together to learn about the capitals of Europe, place them on an interactive map, create a quiz and compete in playing.## Evaluation: How clear is the work (how easy is it to understand)?: 4 = very much so Does the work follow the instructions set out in the course?: 4 = very much so Is the curricular integration of the project clearly outlined?: 4 = very much so Does the project include effective interactions between the students invol: 4 = very much so Are the final project outcomes the result of a collaboration between stude: 4 = very much so Are the tools proposed suitable for the project activities?: 4 = very much so How innovative is the project?: 4 = very much so How realistic is the implementation of the project?: 4 = very much so How likely is it that students will be engaged in the project activities?: 4 = very much so ## Review Comments:Review comment by neila mersni: A very innovative and embodying learning activity. Good Job!!! |

Escape Room for Technology ## Author: Miguel Cecilio Gómez Barragán## Description:In the Technology workshop there is a dangerous ghost that try to kidnap students. If pupils guess the name of this ghost, he will disappear and the group will be safe. There are five groups of three students each one.## Evaluation: How clear is the work (how easy is it to understand)?: 3 = mostly Does the work follow the instructions set out in the course?: 3 = mostly Is the curricular integration of the project clearly outlined?: 3 = mostly Does the project include effective interactions between the students invol: 4 = very much so Are the final project outcomes the result of a collaboration between stude: 4 = very much so Are the tools proposed suitable for the project activities?: 4 = very much so How innovative is the project?: 4 = very much so How realistic is the implementation of the project?: 4 = very much so How likely is it that students will be engaged in the project activities?: 4 = very much so ## Tags:## Review Comments:Review comment by ΜΑΡΙΑ ΠΑΠΑΝΤΩΝΗ: This is a motivating lesson plan that students will enjoy! The project includes everything: cooperation, challenging problem, digital competences and gamification! Yet, it would be very helpful for other teachers if they could access the files that students use in order to solve the problem (maybe links to questionnaires and crosswords and an example of the interactive videos) . In general, it is a very interesting and applicable lesson plan! |

Gaming Lesson Plan ## Author: Daniela Maria Geraci## Description:To recognize chemical reactions, classify them and associate them to every day situations (for 15 year old students).## Evaluation: How clear is the work (how easy is it to understand)?: 4 = very much so Does the work follow the instructions set out in the course?: 3 = mostly Is the curricular integration of the project clearly outlined?: 3 = mostly Does the project include effective interactions between the students invol: 4 = very much so Are the final project outcomes the result of a collaboration between stude: 4 = very much so Are the tools proposed suitable for the project activities?: 4 = very much so How innovative is the project?: 4 = very much so How realistic is the implementation of the project?: 4 = very much so How likely is it that students will be engaged in the project activities?: 4 = very much so ## Tags:## Review Comments:Review comment by ΜΑΡΙΑ ΠΑΠΑΝΤΩΝΗ: This lesson plan provides a variety of learning activities: Scratch, brainstorming, online quizzes, experiment in the laboratory and it ends with something challenging for the students – they have to produce their own quiz, collaboratively! I think that pupils will be engaged to the activities and learn a lot about chemical reactions. My only suggestion is that Daniela must put the links to the kahoot online quizzes and to the learningapps.org she indents to use at the second phase (what will happen) of the project. |

Mad Mathematician ## Author: Ella Rakovac Bekeš## Description:The aim of the lessons is to get students practice math concept and English vocabulary (percentage, ratios, equations) but in a informal way by playing and designing games (https://view.genial.ly/5ceffadec1f8800f3d689474/game-breakout-mad-science).## Evaluation: How clear is the work (how easy is it to understand)?: 4 = very much so Does the work follow the instructions set out in the course?: 4 = very much so Is the curricular integration of the project clearly outlined?: 3 = mostly Does the project include effective interactions between the students invol: 3 = mostly Are the final project outcomes the result of a collaboration between stude: 3 = mostly Are the tools proposed suitable for the project activities?: 3 = mostly How innovative is the project?: 4 = very much so How realistic is the implementation of the project?: 3 = mostly How likely is it that students will be engaged in the project activities?: 4 = very much so ## Review Comments:Review comment by José María Díaz Fuentes: It is an escape room with mathematical content and surrounded by mystery that invites to accept the challenge (I myself have not been able to resist doing it). It is not very developed (it only has a few scenes) because one of the main objectives is to invite students to do mathematical content extensions in a creative way, which seems like a great idea. The development time is correct, although the one related to the content extensions can not be foreseen. It is an excellent invitation to develop a similar project. |

Maths repetition of the first grade ## Author: Sanja Puškarić Delač## Description:Repeat the first class math through games and songs. Repetition of geometric bodies and characters and addition and subtraction of to 20.## Evaluation: How clear is the work (how easy is it to understand)?: 4 = very much so Does the work follow the instructions set out in the course?: 3 = mostly Is the curricular integration of the project clearly outlined?: 4 = very much so Does the project include effective interactions between the students invol: 3 = mostly Are the final project outcomes the result of a collaboration between stude: 3 = mostly Are the tools proposed suitable for the project activities?: 3 = mostly How innovative is the project?: 2 = somewhat How realistic is the implementation of the project?: 3 = mostly How likely is it that students will be engaged in the project activities?: 3 = mostly ## Tags:## Review Comments:Review comment by Alina Mirela Popa: The scenario of Sanja ,”Maths repetition of the first grade, Geometric bodies and characters/Addition „ it is a scenrio based on games for 1st grade. The scenario is easy to follow and it is proper for students age. The gamification is focused on active students and it`s not included IT skills but it is accompanied by music and dance for atract little students and make them to be attentive and involved in the activity. The scenario is innovative and the methods are well adapted to the age of children. For this innovative approach of the 21st century skills for students I am rating the scenario with 90% because of unbalance activites of the lesson. |

My Homeland ## Author: Ida Veselovac## Description:Third-grade students learn about their homeland. For this purpose, they went on a field-trip to Međimurje to get acquainted with the appearance of the homeland, its specialties, cultural and historical sights, natural beauties and resources, settlements and life of people, old trades and occupations, plants and animals. They develop communication and social skills in conversation. After return, the teacher and students prepare the classroom, materials and the benches. This activity of repetition is an integrated day with Croatian language, Art and Nature which lasts one day in 3 hours.## Evaluation: How clear is the work (how easy is it to understand)?: 3 = mostly Does the work follow the instructions set out in the course?: 3 = mostly Is the curricular integration of the project clearly outlined?: 3 = mostly Does the project include effective interactions between the students invol: 4 = very much so Are the final project outcomes the result of a collaboration between stude: 4 = very much so Are the tools proposed suitable for the project activities?: 3 = mostly How innovative is the project?: 4 = very much so How realistic is the implementation of the project?: 4 = very much so How likely is it that students will be engaged in the project activities?: 3 = mostly ## Tags:## Review Comments:Review comment by Eleni Rossiou Rossiou: Very nice project. Clear aims, interactive activities, students' critical thinking, developing collaborative skills and negotiation, The only that I would suggest to amend is the aims part in which you have to record shortly what it is expected by students to achieve. |

Ozobot Geometry ## Author: Jasminka Belščak## Description:Using Ozobot color codes for making simple geometry drawings. Finish all tasks!## Evaluation: How clear is the work (how easy is it to understand)?: 4 = very much so Does the work follow the instructions set out in the course?: 4 = very much so Is the curricular integration of the project clearly outlined?: 4 = very much so Does the project include effective interactions between the students invol: 3 = mostly Are the final project outcomes the result of a collaboration between stude: 3 = mostly Are the tools proposed suitable for the project activities?: 4 = very much so How innovative is the project?: 3 = mostly How realistic is the implementation of the project?: 4 = very much so How likely is it that students will be engaged in the project activities?: 4 = very much so ## Tags:## Review Comments:Review comment by Lia Molini: The plan is well structured: each step has clearly been designed. Students are really engaged and games are not only means of learning but also learning results. The rules of the gamified lesson are clear from the beginning. Collaboration should be more encouraged at creating and giving instruction stage. I cannot find the target group age. An excellent work! Thanks for sharing! |

Playing and Coding with Scratch ## Author: Georgia Laskari## Description:In this ICT/Computer Science course, students will have to collaborate in teams in order to create a maze game with Scratch. The students are in the 6th grade and they are familiar with the basic of coding with Scratch (conditional statements, looping, moving, event handling, parallel execution, coordination and synchronization, sequence). They will have to imagine their game, write the scenario and rules, choose the heroes and scenes, decide the difficulty level, share it on the Scratch platform, play all the games the teams have created and evaluate them with a specific rubric. All students will receive Certificates of Achievement at the end of this activity and they will have to fulfill some assessment rubrics. Estimated time: 7-9 hours. It's a project that will take place during almost all of the last semester of the 6th Grade ICT class (teaching 1 hour/week). All materials are online and students can complete their tasks at home.## Evaluation: How clear is the work (how easy is it to understand)?: 4 = very much so Does the work follow the instructions set out in the course?: 4 = very much so Is the curricular integration of the project clearly outlined?: 3 = mostly Does the project include effective interactions between the students invol: 4 = very much so Are the final project outcomes the result of a collaboration between stude: 4 = very much so Are the tools proposed suitable for the project activities?: 4 = very much so How innovative is the project?: 3 = mostly How realistic is the implementation of the project?: 3 = mostly How likely is it that students will be engaged in the project activities?: 4 = very much so ## Review Comments:Review comment by Alina Mirela Popa: “Playing and Coding with Scratch” made by Georgia Lascaris is a complete model scenario for coding in the class. Pedagogical approach has all elements needed for understanding the gaming features and the coding skills for little students. The lesson includes very specific aims and outcoms to be achieved by students. The course of the scenario goes logical and innovative following the modern competences like creativity, imagination, investigate, design, create and playing maze games with scratch problem solving, collaboration , analysis, gamification of coding. There are also three assessments for games, teams and self assessments. It is a real pleasure to follow the scenario and it proves a good understanding how to apply a Scratch coding lesson to 11-12 years old. The plan for the scenario is for nine hours, at the final of the year and it is a review of coding knowledges that students have improved during school year. I recommend this scenario as a complete exemple of a good practice in gaming and coding for enriching IT skills to studens. I have express my respect and my congratulations to teacher Georgia Lascaris for this special work she did. |

The 7 Wonders of the Ancient World ## Author: Marcela Urs## Description:This is a English lesson based on a chapter in Enterprise Plus Coursebook.## Evaluation: How clear is the work (how easy is it to understand)?: 4 = very much so Does the work follow the instructions set out in the course?: 4 = very much so Is the curricular integration of the project clearly outlined?: 4 = very much so Does the project include effective interactions between the students invol: 4 = very much so Are the final project outcomes the result of a collaboration between stude: 4 = very much so Are the tools proposed suitable for the project activities?: 4 = very much so How innovative is the project?: 4 = very much so How realistic is the implementation of the project?: 4 = very much so How likely is it that students will be engaged in the project activities?: 4 = very much so ## Tags: languages history art history geography computer science 60-120min gamification game-based learning coding lecture multi-sensory learning modelling inter-disciplinary learning inquiry based learning personalised learning storytelling peer assessment action plan communicating in foreign language digital competence 12 13 18 years ## Review Comments:Review comment by Alina Mirela Popa: The scenario made by Marcela Urs is an innovative one . It is modern and combines nice and attractive activities for an English lesson. The topic of the lesson introduces the students, also in ancient history with the aim to develop the English Language skills in expressing opinions and historical myths stories with the help of learning and applying gamification abilities. From a photo, to a short presentation movie, students were invited in different groups to discover the 7 Wonders of the Ancient World through Minecraft Education Edition Game to design a replica of one of the Ancient Wonder of the world . Also the students prepared a catchy presentation of the wonder with many information and they were voting the best presentation. The scenario is based on collaboration , expressing opinions, creativity for developing the 21st century skills, communication and collaboration, critical thinking and problem solving, adaptability and flexibility, technology literacy engaging them in gaming contact activities for creating a replica of the 7 Wonder of the Ancient History. I am appreciating the scenario is an attractive one in the multibenefits of the students. The pedagogical approach is efficient, relevant, organized and logical. The scenario cam be a good exemple for using games( in this case-Mindcraft ) in the classroom. A good exemple of scenario. I would suggest to point more the Mindcraft using, creative part. |

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