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

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

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  • Curation Results

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  • computer science (2)
  • 12 13 18 years (1)
  • 60-120min (1)
  • action plan (1)
  • art history (1)
  • coding (1)
  • communicating in foreign language (1)
  • digital competence (1)
  • game based learning (1)
  • game design (1)
Showing 1 - 2.
 
ico-preview
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
Showing 1 - 2.
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