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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

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  • Curation Results

Curation Results

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  • 4 hours (3)
  • 12 13 18 years (2)
  • collaboration (2)
  • learning designer (2)
  • chemistry (1)
  • digital competence (1)
  • digital competences (1)
  • final assessment (1)
  • game based learning (1)
  • game-based learning (1)
Showing 1 - 3.
 
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
ico-preview
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
ico-preview
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
Showing 1 - 3.
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