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  • Learning with creativity: Let the game begin! - Editorial Board
  • Curation Results

Search Results - Curation Results

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

  • Home
  • Curation Results

Curation Results

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  • Tag
  • game design (4)
  • gamification (4)
  • 12 13 18 years (3)
  • 4 hours (3)
  • collaboration (3)
  • communicating in foreign language (3)
  • game based learning (3)
  • maths (3)
  • computer science (2)
  • digital competence (2)
Showing 1 - 10.
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"This is me and my English world: ready...steady...go!"

Author:

Diana Claudia Di Mario


Description:

This lesson plan wants to promote multilingual and multicultural competences since early childhood, by developing attitudinal competences in order to favour the learning of a foreign language in the first years of Primary School and in the following school years. Attitudinal competences towards a foreign language means to have disponibility and attention to what is different from me. Therefore it means to develop emotional and social skills, and the motivation for "thinking out of the box". Motivation is also the basis of learning. The teaching approach which increases motivation is the game-based learning. Therefore the activities I'm going to propose are based on games.

Evaluation Reviews Implementation Tags
  • 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 involved in the project?: 4 = very much so
  • Are the final project outcomes the result of a collaboration between students?: 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
  • José María Díaz Fuentes: It is a collection of activities related to learning the English language very interesting. They are very enjoyable activities that invite participation and ensure learning and generate confidence in students. I love this last aspect. I also love how to take into account the possible different abilities of students with special needs. Although a time calculation is made for an entire season, or a whole course, it is actually activities that last less than an hour and it´´ is good. There are a couple of links in the page that do not work: (https://www.ucl.ac.uk/learning-designer/scratch.mit.edu) and (https://www.ucl.ac.uk/learning-designer/cartoonize.net) however, they are not difficult to replace with valid ones. (https://www.creartuavatar.com) - for example - and (https://scratch.mit.edu/studios/1043362) - for example. Although within the format of Leaning Designer it is difficult to understand the process well, it is a good and well thought out activity.

If you implemented this plan in your own classroom, please share your findings and suggestions by taking this short survey.

english language arts communicating in foreign language gamification technology tools game design
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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 Reviews Implementation Tags
  • 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 involved in the project?: 4 = very much so
  • Are the final project outcomes the result of a collaboration between students?: 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
  • neila mersni: A very innovative and embodying learning activity. Good Job!!!

If you implemented this plan in your own classroom, please share your findings and suggestions by taking this short survey.

No tags found.
ico-preview
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 Reviews Implementation Tags
  • 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 involved in the project?: 4 = very much so
  • Are the final project outcomes the result of a collaboration between students?: 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
  • Maria Papantoni: 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!

If you implemented this plan in your own classroom, please share your findings and suggestions by taking this short survey.

collaboration final assessment interesting learning designer technology 4 hours gamification digital competences 12 13 18 years
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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 Reviews Implementation Tags
  • 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 involved in the project?: 4 = very much so
  • Are the final project outcomes the result of a collaboration between students?: 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
  • Maria Papantoni: 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.

If you implemented this plan in your own classroom, please share your findings and suggestions by taking this short survey.

collaboration learning designer game based learning 4 hours digital competence chemistry 12 13 18 years
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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 Reviews Implementation Tags
  • 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 involved in the project?: 4 = very much so
  • Are the final project outcomes the result of a collaboration between students?: 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
  • 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.

If you implemented this plan in your own classroom, please share your findings and suggestions by taking this short survey.

communicating in foreign language gamification maths game design
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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 Reviews Implementation Tags
  • 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 involved in the project?: 3 = mostly
  • Are the final project outcomes the result of a collaboration between students?: 4 = very much so
  • Are the tools proposed suitable for the project activities?: 3 = mostly
  • 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
  • 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.

If you implemented this plan in your own classroom, please share your findings and suggestions by taking this short survey.

music 6-11 years maths
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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 Reviews Implementation Tags
  • 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 involved in the project?: 4 = very much so
  • Are the final project outcomes the result of a collaboration between students?: 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
  • Eleni 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.

AUTHOR FEEDBACK AFTER IMPLEMENTING THE LESSON PLAN:

What went particularly well when implementing the lesson plan?

The implementation of my lesson plan was interesting for the third grade pupils of elementary school. These activities were easily integrated into the syllabi as an integrated day with Croatian language, Art and Nature. The planned activities include pupil and teacher orientation; it foresees "learning by doing" instead of traditional lessons. These activities have given pupils and teachers the opportunity to work together and develop key competences for lifelong learning: communication in foreign languages, learning to learn, social and civic competences, cultural awareness and expression.

The 8-year-old students in the third grade of elementary school repeated in an interactive way about their homeland. Through visual, auditory, manual and speaking skills, they closely linked the process of thinking and reasoning. They have very well embraced these activities:

  1. Story On the blackboard there are pictures of a river, horse and gold. The student compiles the story in five minutes. Each student tells his or her story.
  2. Students explore the map of the homeland. They study the colors on the map and accommodate the sides of the world.
  3. Creations Two equal games according to pupils' skills and competences (1st group sets the rules of the game, 2nd group makes up questions for the game, 3rd group writes questions on a computer, prints and laminates, 4th group draws the background for the game, paying attention to rules of the game, 5th group makes two paper dice - origami)
  4. Playing the game - very interesting for exercises about the homeland
  5. Hangman
  6. Reflection
  7. Evaluation

What did not go so well?

During the field trip, some students took photos of the places they visited. The problem is that they had different devices and they are not trained to take good photos, because our school system lacks focused IT training. After we took the photos, we made a movie in Kizoa. This is interesting to the students, but it requires a lot of preparation for the teacher.

What would you change if you had to implement the lesson plan again?

I would probably add some maths assignments with words, in which students would add, subtract, multiply and divide up to 1000, as well as singing native songs. I think the activities and goals in my lesson plan are clear. The students successfully completed their tasks according to their abilities.

What other advice would you give to someone who would like to use your lesson plan?

My lesson plan can be used by all those teachers who want to give their students a slightly different teaching about their homeland. There are different homelands, but in this plan it is very easy to replace, for example, the words in the story in the introductory task, as well as to give focused tasks in the game itself. The plan is designed so that some activities can be replaced or added, especially if the school does not have the necessary resources (computers). I advise good preparation.

collaboration learning design pbl game based learning gamification critical thinking 12 - 18 years game design
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Ozobot Geometry

Author:

Jasminka Belščak


Description:

Using Ozobot color codes for making simple geometry drawings. Finish all tasks!

Evaluation Reviews Implementation Tags
  • 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 involved in the project?: 3 = mostly
  • Are the final project outcomes the result of a collaboration between students?: 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
  • 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!

AUTHOR FEEDBACK AFTER IMPLEMENTING THE LESSON PLAN:

How did the implementation of the lesson plan go?

All planned parts went without problems. Students were happy to learn geometry with this interactive method and this lesson plan. Tasks where they needed to solve problems made by their friends were good for collaboration and developing friendships.

What would you change if you had to implement the lesson plan again?

Problems were in the collaboration parts, because students could not make groups by themselves. Next time, I will form groups to avoid spending time on this. Next time I implement the lesson plan, I will also plan more time, because some groups of students were solving tasks slower than planned. Some practice and production parts were too short for certain groups, but I think it all depends on students' preknowledge.

What other advice would you give to someone who would like to use your lesson plan?

Before you use this plan in Maths or another subject where you teach geometry, explain to students how to use Ozobot robots. Prepare printed colour codes for them.

lesson plan 4 hours game-based learning scientific and technological competence maths mathematical
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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 Reviews Implementation Tags
  • 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 involved in the project?: 4 = very much so
  • Are the final project outcomes the result of a collaboration between students?: 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
  • 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.

If you implemented this plan in your own classroom, please share your findings and suggestions by taking this short survey.

game based learning computer science game design coding
ico-preview
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 Reviews Implementation Tags
  • 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 involved in the project?: 4 = very much so
  • Are the final project outcomes the result of a collaboration between students?: 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
  • 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.

If you implemented this plan in your own classroom, please share your findings and suggestions by taking this short survey.

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
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