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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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  • Tag
  • communicating in foreign language (3)
  • game design (2)
  • gamification (2)
  • 12 13 18 years (1)
  • 60-120min (1)
  • action plan (1)
  • art history (1)
  • computer science (1)
  • digital competence (1)
  • english language arts (1)
Showing 1 - 3.
 
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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
ico-preview
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
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 - 3.
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