Compendium for Best Learning Practices For Creative
Transcription
Compendium for Best Learning Practices For Creative
MASTER MODEL TO GAIN TIME IN YOUR CLASSROOM INTRODUCTION TO THE CREATIVE CLASSROOM www.gaintime.eu Project Number 2014-1-ES01-KA201-004401 This project has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. Partners: www.cece.es www.stucom.com www.meb.gov.tr www.agrariosereni.it www.ipp.pt www.erifo.it www.opplandvgs.no www.it-world.bg This project has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. Content INTRODUCTION ..................................................................................................................................... 9 ART BEST PRACTICES COLLECTION: "CREATIVE CLASSROOM .................................................. 10 Best practice I .................................................................................................................................... 10 ENGLISH BEST PRACTICES COLLECTION: "CREATIVE CLASSROOM ......................................... 13 Best Practice I .................................................................................................................................... 13 Best Practice II ................................................................................................................................... 16 Best Practice III .................................................................................................................................. 17 Best Practice IV ................................................................................................................................. 19 Best Practice V .................................................................................................................................. 22 Best Practice 6 ................................................................................................................................... 23 FRENCH, GERMAN, SPANISH BEST PRACTICES COLLECTION: "CREATIVE CLASSROOM ...... 26 Best Practice I .................................................................................................................................... 26 Best Practice II ................................................................................................................................... 28 Best Practice III .................................................................................................................................. 29 Best Practice III .................................................................................................................................. 31 GENERAL, PEDAGOGICAL BEST PRACTICES COLLECTION: "CREATIVE CLASSROOM ........... 33 Best Practice I .................................................................................................................................... 33 Best Practice II ................................................................................................................................... 35 Best Practice III .................................................................................................................................. 37 Best Practice IV ................................................................................................................................. 39 Best Practice V .................................................................................................................................. 41 Best Practice VI ................................................................................................................................. 43 Best Practice VII ................................................................................................................................ 45 Best Practice VIII ............................................................................................................................... 48 Best Practice XI ................................................................................................................................. 56 Best Practice XII ................................................................................................................................ 58 Best Practice XIII ............................................................................................................................... 60 ECONOMIC, MATHEMATICS BEST PRACTICES COLLECTION: "CREATIVE CLASSROOM ......... 62 Best Practice I .................................................................................................................................... 62 Best Practice II ................................................................................................................................... 64 Best Practice III .................................................................................................................................. 67 Best Practice IV ................................................................................................................................. 69 Best Practice V .................................................................................................................................. 70 Best Practice VI ................................................................................................................................. 73 Best Practice VII ................................................................................................................................ 74 Best Practice VIII ............................................................................................................................... 77 Best Practice IX ................................................................................................................................. 79 Best Practice X .................................................................................................................................. 81 Best Practice XI ................................................................................................................................. 84 Best Practice XII ................................................................................................................................ 87 Best Practice XIII ............................................................................................................................... 90 Best Practice XIV ............................................................................................................................... 91 Best Practice XV ................................................................................................................................ 93 Best Practice XVI ................................................................................................................................... 94 Best Practice XVI ............................................................................................................................... 96 MOTHER TONGUE, LITERATURE, GRAMMAR BEST PRACTICES COLLECTION: "CREATIVE CLASSROOM ........................................................................................................................................ 99 Best Practice I .................................................................................................................................... 99 Best Practice III ................................................................................................................................ 103 Best Practice IV ............................................................................................................................... 105 Best Practice V ................................................................................................................................ 108 Best Practice VI ............................................................................................................................... 110 Best Practice VII .............................................................................................................................. 112 Best Practice VIII ............................................................................................................................. 115 MUSIC BEST PRACTICES COLLECTION: "CREATIVE CLASSROOM ........................................... 118 Best Practice I"................................................................................................................................. 118 Best Practice II"................................................................................................................................ 119 SCIENCE, TECHNOLOGY BEST PRACTICES COLLECTION: "CREATIVE CLASSROOM ........... 123 Best Practice I .................................................................................................................................. 123 Best Practice II ................................................................................................................................. 125 Best Practice III ................................................................................................................................ 127 Best Practice IV ............................................................................................................................... 129 Best Practice V ................................................................................................................................ 131 Best Practice VI ............................................................................................................................... 134 Best Practice VII .............................................................................................................................. 138 Best Practice VIII ............................................................................................................................. 140 Best Practice IX ............................................................................................................................... 143 Best Practice X ................................................................................................................................ 145 Best Practice XI ............................................................................................................................... 146 Best Practice XII .............................................................................................................................. 148 SPORT, PE BEST PRACTICES COLLECTION: "CREATIVE CLASSROOM.................................... 150 Best Practice I .................................................................................................................................. 150 Best Practice II ................................................................................................................................. 152 Best Practice III ................................................................................................................................ 154 EDUCATIONAL GAMES: TABLE GUIDE COLLECTION: "CREATIVE CLASSROOM", ART ........... 157 TABLE: GUIDE I .............................................................................................................................. 157 EDUCATIONAL GAMES: TABLE GUIDE COLLECTION: "CREATIVE CLASSROOM", GENERAL PEDAGOGICAL .................................................................................................................................. 158 TABLE: GUIDE I .............................................................................................................................. 158 TABLE: GUIDE II ............................................................................................................................. 159 TABLE: GUIDE III ............................................................................................................................ 161 TABLE: GUIDE IV ............................................................................................................................ 162 TABLE: GUIDE V ............................................................................................................................. 164 TABLE: GUIDE VI ............................................................................................................................ 166 TABLE: GUIDE VII ........................................................................................................................... 167 EDUCATIONAL GAMES: TABLE GUIDE COLLECTION: "CREATIVE CLASSROOM", GEOGRAPHY ............................................................................................................................................................. 170 TABLE: GUIDE I .............................................................................................................................. 170 TABLE: GUIDE II ............................................................................................................................. 171 TABLE: GUIDE III ............................................................................................................................ 174 TABLE: GUIDE IV ............................................................................................................................ 176 EDUCATIONAL GAMES: TABLE GUIDE COLLECTION: "CREATIVE CLASSROOM", HISTORY, SOCIAL SCIENCE .............................................................................................................................. 179 TABLE: GUIDE I .............................................................................................................................. 179 TABLE: GUIDE II ............................................................................................................................. 180 TABLE: GUIDE III ............................................................................................................................ 182 TABLE: GUIDE IV ............................................................................................................................ 183 TABLE: GUIDE V ............................................................................................................................. 184 TABLE: GUIDE VI ............................................................................................................................ 186 TABLE: GUIDE VII ........................................................................................................................... 188 TABLE: GUIDE VIII .......................................................................................................................... 191 TABLE: GUIDE IX ............................................................................................................................ 192 TABLE GUIDE X .............................................................................................................................. 194 TABLE GUIDE XI ............................................................................................................................. 195 TABLE GUIDE XII ............................................................................................................................ 196 EDUCATIONAL GAMES: TABLE GUIDE COLLECTION: "CREATIVE CLASSROOM", LANGUAGE, LITERATURE ...................................................................................................................................... 201 TABLE GUIDE I ............................................................................................................................... 201 TABLE GUIDE II .............................................................................................................................. 202 TABLE GUIDE III ............................................................................................................................. 203 TABLE GUIDE IV ............................................................................................................................. 205 TABLE GUIDE V .............................................................................................................................. 206 TABLE GUIDE VI ............................................................................................................................. 207 TABLE GUIDE VII ............................................................................................................................ 208 TABLE GUIDE VIII ........................................................................................................................... 209 TABLE GUIDE IX ............................................................................................................................. 210 TABLE GUIDE X .............................................................................................................................. 211 TABLE GUIDE XI ............................................................................................................................. 212 TABLE GUIDE XII ............................................................................................................................ 213 TABLE GUIDE XIII ........................................................................................................................... 214 TABLE GUIDE XIV .......................................................................................................................... 215 TABLE GUIDE XV ........................................................................................................................... 216 TABLE GUIDE XVI .......................................................................................................................... 217 TABLE GUIDE XVII ......................................................................................................................... 219 EDUCATIONAL GAMES: TABLE GUIDE COLLECTION: "CREATIVE CLASSROOM", MATHEMATICS ............................................................................................................................................................. 220 TABLE GUIDE I ............................................................................................................................... 220 TABLE GUIDE II .............................................................................................................................. 221 TABLE GUIDE III ............................................................................................................................. 222 TABLE GUIDE IV ............................................................................................................................. 223 TABLE GUIDE V .............................................................................................................................. 225 TABLE GUIDE VI ............................................................................................................................. 227 TABLE GUIDE VII ............................................................................................................................ 229 TABLE GUIDE VIII ........................................................................................................................... 230 EDUCATIONAL GAMES: TABLE GUIDE COLLECTION: "CREATIVE CLASSROOM", MUSIC, DANCE ............................................................................................................................................................. 232 TABLE GUIDE I ............................................................................................................................... 232 TABLE GUIDE II .............................................................................................................................. 232 TABLE GUIDE III ............................................................................................................................. 234 EDUCATIONAL GAMES: TABLE GUIDE COLLECTION: "CREATIVE CLASSROOM", SCIENCE, TECHNOLOGY ................................................................................................................................... 237 TABLE GUIDE I ............................................................................................................................... 237 TABLE GUIDE II .............................................................................................................................. 238 TABLE GUIDE III ............................................................................................................................. 240 TABLE GUIDE IV ............................................................................................................................. 241 TABLE GUIDE V .............................................................................................................................. 242 TABLE GUIDE VI ............................................................................................................................. 244 TABLE GUIDE VII ............................................................................................................................ 245 TABLE GUIDE VIII ........................................................................................................................... 247 TABLE GUIDE IX ............................................................................................................................. 250 TABLE GUIDE XI ............................................................................................................................. 253 TABLE GUIDE XII ............................................................................................................................ 254 TABLE GUIDE XIII ........................................................................................................................... 255 www.gaintime.eu INTRODUCTION An important part and the first Intellectual Output of this project was to collect good examples of Flipped Classroom and Educational Games from each of the project partners. As Flipped Classroom is a quite new methodology, the experience of the partners differed and it was quite a challenge to find 10 good examples of both FCs and EGs. Flipped Classroom has been used actively by some teachers in some schools, but it turned out that the majority of the project partners were not so familiar with the methodology. In order to carry out this task some criteria identifying good examples were needed. The most important criterion for Flipped Classroom activities is that a video of limited duration is the starting point. After all, FC is based on the principle that the students prepare for class activities and get the necessary introduction and knowledge of a topic by watching instructional videos at home. Furthermore, it is crucial that an example of FC or EG provides a link to the site where the video can be watched or the game is found. Another criterion is that all the information given is relevant to the subject, topic and activities. It should be easy to understand the information, and by reading it you should get a clear impression of how the FC/EG is used in that particular subject and topic, in addition to stating what competencies the students will gain and/or improve by doing the activities. It is also of the utmost importance that the FCs and EGs address the target group, namely secondary school pupils/students. Good examples of FC and EG should also represent innovation and provide good ideas to the world of teaching. One final criterion is adaptability, that is, the FC or EG should be possible to modify and use in other subjects and topics. Among the criteria, the ones on innovation and adaptability are the most demanding, it seems. These are criteria requesting a high degree of quality and creativity as far as the content of the FC/EG goes. Despite the fact that some criteria were a challenge, in addition to the limited experience of using such teaching methods, the project partners succeeded in collecting the examples of both Flipped Classroom and Educational Games. In this compendium we have arranged the FCs and EGs according to subjects/related subjects in order to make it easier to navigate and find what is most interesting for the users Master model to gain time in your classroom 2014-1-ES01-KA201-004401 9 www.gaintime.eu ART BEST PRACTICES COLLECTION: "CREATIVE CLASSROOM" Best practice I Name of the pilot and link (source) Progettare e realizzare costumi di scena. (Theatre Costumes) Istituto statale d’Arte “G. Sello” – Udine http://gold.indire.it/nuovo/gen/show.php?ObjectID=BDP-GOLD0000000000235366 Purpose – what is it good for? To promote the passage from the theoretical idea to the practical realization of final products by graphical and written researches. To improve the knowledge historical local culture. To promote the collaboration with local organizations. To develop the students autonomy in every step of the project. Duration 4 months - First or second school term Activity The project is developed in 8 steps. 1. 2. 3. 4. 5. 6. 7. 8. Collection of documents of different sources. Graphical elaboration Drawing the sketches Drawing the image model Written description of the costumes Layout of the elaborated products Realization of the costumes Setting up of the finale exhibition Method of work Teaching learning – one to one teaching – cooperative learning Target group 16-19 years old. Technology Internet - software about graphic to apply in the fashion fields – instruments of the textile sector to decorate materials. PPT – Camera for Video documentation Master model to gain time in your classroom 2014-1-ES01-KA201-004401 10 www.gaintime.eu Materials needed Materials - sewing kit and machines – material colours – sketches – papers. Description of the experience The work of the students of Istituto Statale d’Arte “Giovanni Sello” started with some research about Adelaide Ristori (born in Cividale del Friuli, a nice little city near Udine, in 1822 and died in Rome in 1906), who is remembered as one of the most important Italian actresses of the 19 th Century. The reason why it was chosen to go into depth on this topic was mainly because it might help us to understand and know better the legacy which we leave through our lives and the professional experience of a person who marked our local history. After having acquired the necessary amount of knowledge about Adelaide Ristori, the students concentrated their interest on two different historical characters: Elisabeth I, Queen of England, and Medea. Elisabeth I was a figure who dominated the 16th Century in Europe. The second character was Ernest Legouvé’s Medea (Paris 1856), a tragedy play which was inspired by both the ancient Greek tragedy written by Euripides in 431 BC and the Seneca version in 61-62 AD. Students made many sketches, which gave a personal impression of the costumes wore by Adelaide Ristori to perform the two famous women. At the end a costume for Medea was made. Two other costumes were made with the aim to summarize the main characteristics of the costume during the reign of Elisabeth I: both are white, but one is made with diverse fabrics and the other is completely made in paper. Comments about usage and experience This experience contributes to create fashion designers. Supported by a solid base culture, artistic sensibility and ability to perform a project in due time. Students have been evaluated at the end of every step project. The exhibition permitted to promote the creative work on the students outside the school and to help their recruitment in the working world This pilot helps to improve the following key competencies and how How to find and select the proper documentation How to get the professional abilities in the making-fashion world in every step for the idea to the costume. How to respect the time of delivery and how to join the individual and the cooperative work Pilot contributed by Partner: Agenzia Nationale per lo sviluppo dell’autonimia scolastica Assessorato alla cultura di Udine Musei Provinciali di Gorizia Country: Friuli Venezia Giulia Italy Master model to gain time in your classroom 2014-1-ES01-KA201-004401 11 www.gaintime.eu What have you learnt as teacher? To improve his role as a mediator between school and work sector ant to reinforce his ability as teacher’s innovators to create educational flexible paths and to use new methodologies. What is the students’ feedback? Student’s consolidation of organization and planning skills What have your students learnt? How to face the world of work giving evidence of the creative skill in a guided path starting from the school labs to the museum hall. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 12 www.gaintime.eu ENGLISH BEST CLASSROOM" PRACTICES COLLECTION: "CREATIVE Best Practice I Name of the pilot and link (source) English (advanced level) http://learnbyblogging.jimdo.com/ Purpose – what is it good for? The use of blogs as a tool to promote learning, sharing and self-expression in English with topics of contemporary literature, music, advertising, social issues. Duration Three weeks (about 9 hours) for each topic chosen Activity The structure activity includes : 1. A written text , video and / or other multimedia materials to introduce the subject and / or author ; 2. Guided tours to stimulate critical thinking ; 3. Glossaries to facilitate understanding of the documents posted ; 4. Questionnaires understanding 5. Preparation of texts and materials research that students will post on the blog in small groups or individually Method of work The learner - centred teaching approach enhances the different learning styles of students, promoting their levels and attention spans through appropriate visual stimuli and / or hearing. Cooperative learning and the structure of the blog let out to students more timid; feeling free to express themselves, in fact, do not prove those states of anxiety often responsible and cause blockages in the learning process. All blog encourages language skills in the context of reading, writing, as well as part of the logic synthesis and also of non-verbal communication and non - verbal (video, music, pictures, etc. . .). Preference is given arguments about literature as an ideal vehicle for learning concurrent language, culture and ethical and moral values . Target group Students of English, advanced level, in upper secondary school (17-19 years old) Technology Master model to gain time in your classroom 2014-1-ES01-KA201-004401 13 www.gaintime.eu Computers, http://www.altervista.org/, http://www.blogger.com/, http://it.wordpress.com/ Materials needed Computers, internet connection, Deepening materials and exercises prepared by the teacher Description of the experience In a context of learning fast, but with times of attention (concentration span) reduced the Blog is an effective, engaging and flexible multimedia tool. Write on a blog fosters in students the desire to communicate in L2: in this way, in fact, they write not only for the assessment, but for a wider audience and, with this awareness, they use on their own strategies for proof-reading and editing. In addition, the blog promotes an exchange of knowledge and skills among teachers and students in an educational context creative, critical and cooperative. The teacher can guide their students to use online resources targeted to their level of knowledge of a foreign language; This allows differentiation pathways and make them thus more targeted capabilities, as well as the interests of individual students. Comments about usage and experience Teachers believe the experience extremely positive both pedagogical and didactic ; they do , however, that the preparation of the necessary materials for on the subjects chosen and the monitoring of the blog is quite time-consuming This pilot helps to improve the following key competencies and how Writing and communication skills in L2 - Drafting correct texts in English on topics of literature or topical - Knowledge of research methods on - line - Ability to critically evaluate the materials found at the end of their proper use - Capacity and logic synthesis - Ability to plan work and to respect deliveries Pilot contributed by Partner: Secondary School “M. Grigoletti” – Pordenone Country: Italy What have you learnt as teacher? The use of blogs and a multimedia approach allows better respect the times and learning styles of the students; the use of the blog allows even the most timid to express themselves and create a climate of greater cooperation between students and teachers. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 14 www.gaintime.eu What is the students’ feedback? The use of blogs has allowed the creation of original courses that enhance the autonomy of the students in the research and production of the materials to be posted. Read comments of classmates and all other users of the blog allow greater comparison on the topics proposed. Watching videos in English, the use of online dictionaries, the continued production of texts facilitate the learning of the language, making it easier and more engaging. What have your students learnt? They learned to use the English language to talk about different topics, strengthening the knowledge of grammar and vocabulary; improved their critical skills in finding materials online and their autonomy in work organization. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 15 www.gaintime.eu Best Practice II Name of the pilot and link (source) Foreign Language Training http://www.okyanuskoleji.k12.tr/s/okyanus-ta-egitim/yabanci-dil-egitimi/ingilizce-egitimi Purpose – what is it good for? To learn Englısh ın a different and practıcal way. Corners are created: (Speech Corner), Reading Corner (Reading Corner), Listening Corner (Listening Corner) and Writing Corner (Writing Corner), Students have the opportunity to use theır knowledge they have learned. In English in a socıal way and for social reasons Duration in hours 4 hours per week Activity Establishing mutual dialogue with students to reinforce learning Method of work Learning English in dialogue and by doıng actıvıtıes as ın real lıfe Target group All Students Technology Internet, Presentations, Documents, Social Media Materials needed Any sort of materıal ıs useful Description of the experience . All kinds of open issues related to the English are shared: Link, courses, books, whatever comes to your mind ... because that ıs the way we learn a language Comments about usage and experience Very motıvatıng and help students to break the ıce and so they fınd ıt easıer to learn a language and to speak ıt Master model to gain time in your classroom 2014-1-ES01-KA201-004401 16 www.gaintime.eu This pilot helps to improve the following key competencies and how Self confıdence ın the process of learnıng a language by developıng real sıtuatıons Pilot contributed by Partner: ELAZIG CITY DEPARTMENT OF EDUCATION Country: TURKEY What have you learnt as teacher? As a teacher I have learnt that languages should be taught as real lıfe not only usıng books and recordings but lıke lıfe ıs What is the student’s feedback? When doıng the actıvıtıes students feel so confıdent that they are not shy when speakıng the language What have your students learnt? That real sıtuatıons make easıer to learn a language Best Practice III Name of the pilot and link (source) Grammar – The Gerund – net based tasks http://ndla.no/en/node/14827?fag=42&meny=179389 http://ndla.no/en/node/91502?fag=42&meny=1617# - animation http://ndla.no/en/node/91503?fag=42&meny=1617# - animation Purpose – what is it good for? To learn the use of gerund, especially after prepositions, which seems to be a challenge for Norwegian-speakers? Duration With repetitions altogether 1 lesson. Activity Watch video at home. Do exercises and sum up in class. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 17 www.gaintime.eu Method of work Introduction – exercise – conclusion. Target group Upper secondary school – 16-year-olds. Technology Internet and computers Materials needed Computers and paper to take notes. Description of the experience Students get more motivated to learn grammar Comments about usage and experience This method makes it easier to make the students work with grammar This pilot helps to improve the following key competencies and how By seeing the logic development of the topic highlighted in colour animation the students learn grammar more easily than by more traditional teaching and learning methods. Pilot contributed by Partner: Gausdal videregående skole – Pierre de Coubertin Country: Norway What have you learnt as teacher? I have learnt that I want to do this more often, because the students get more interested in learning grammar, and they learn more easily this way. What is the students' feedback? The students want more of this, that is, flipped classroom teaching, because it is fun, motivating and they learn more. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 18 www.gaintime.eu What have your students learnt? Exam results will tell us the outcome, but it seems that the students learn more easily now, most likely because they feel confident using video clips and computers. Best Practice IV Name of the pilot and link (source) English Language – self preparation for test examination http://englishclassroombg.wikispaces.com/Our+Flipped+Classroom Purpose – what is it good for? Students prepare for the tests using multimedia posters (glugs), videos and interactive quizzes and exercises that the teacher has prepared for this purpose in a systematic and orderly wiki page. Students receive information about upcoming tests, effective reflect on it and prepare for it by actively doing. Duration 9 months/ 64 lessons Activity Students have access to the necessary educational content through the class blog and wiki. They follow and perform tasks set by the teacher by training glug including video, audio or written instructions, then have access to online preparation test for exercise. The educational glug explains the theory and gives examples of application. Students are provided various opportunities to carry out self-training for proof test - online, through various instruments (glister, learning apps, and English exercises org) or in a notebook in a traditional way. The aim is that students can track the extent to which they have acquired knowledge and improve them to achieve better results in the test. O pallet board on a wiki platform they provide feedback to the teacher as a reflection of their self-learning. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 19 www.gaintime.eu Method of work Self-training for test assessment is an essential prerequisite for achieving good results on the test itself. For this reason, students are supported by the teacher with various options, ways and tools they make it consciously and responsibly in their homes. Sample methodology: Instructions for work students receive on multimedia poster – glug Follows electronic test in which they exercise linguistic structures and track errors Student reflection of the activity - pallet board, wiki In actual class for test exam students use paper test and a pen. The theory is taught by the teacher on a video lesson. Online tests give feedback on the extent to which knowledge is absorbed. Students can practice them repeatedly and to trace their mistakes. Actual classes are used for creative tasks and case studies. Work on the development of verbal communication skills, language culture and enriching vocabulary. Used are new technologies and applications that enable creative work. Target group Students 3/7 grade in secondary school Technology Camera, computer, internet connection Materials needed Computers, internet connection, online tests, creative applications like Glistered, Learning Apps, English exercises org, etc. Description of the experience In the classroom is used a lesson in the computer room, where the teacher facilitates activities of students to carry out the stages of self-training, which they must do independently in their homes links, resources, work with them. Children work in pairs using a computer. In their homes they repeat the activity as many times as considered necessary in order to achieve good test results using their PCs, giving feedback to the teacher (their reflection on the work done) by pallet board with open access. Flipped classroom allows the teacher to realize individual approach to learning by providing educational activities tailored to the individual characteristics of their students - children can do at own speed and in their own time in their homes to fulfil the tasks and successfully prepare for test. The advantages of the inverted classroom for the teacher are that by tracking of children’s selfprogress he sees better their strengths and weaknesses, leading to the identification of new strategies and tactics on his part to overcome the weaknesses and shortcomings and increase success. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 20 www.gaintime.eu Comments about usage and experience Preparation of teaching materials and teacher tracking students' reflections are time-consuming. The results of students are higher. They are more confident and calm during the actual test. This pilot helps to improve the following key competencies and how Through the use of electronic test for self-study students understand the language and learn grammatical structures and their applications much easier and faster thanks to better visibility and interactive approach in solving them. The presence of the fun element in the testing itself further engages and motivates them to be active. Besides targeting the knowledge of a foreign language, students learn how to use language resources and computer effectively in their learning of a foreign language - skills that will be useful for lifetime. Students acquire greater confidence in their knowledge and overcome the stress of actual test successfully. Pilot contributed by Partner: Association “IT World BG”, Bulgaria Rositsa Mineva, teacher 5th Sec. School, Stara Zagora, Bulgaria Country: Bulgaria What have you learnt as teacher? Flipped classroom allows for personalized approach by the teacher. Students can learn at their own pace and in their own time and place. The teacher is the one who creates or selects resources, organizes the process, assist, monitor and improve, depending on the results of student reflections. The process is very dynamic, time-consuming, but the results are in favour of the students - they receive more support from the teacher and less stress in self-study and reporting. What is the students' feedback? Students like this way of working. Because it is still unconventional they need a lot of guidance and help from the teacher, while gaining skills and work habits of resources and meeting deadlines. What have your students learnt? Students have learned the required curriculum knowledge. They feel secure because they are prepared to deal with different types of tasks. Learned to be more autonomous, responsible and to do analytical thinking. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 21 www.gaintime.eu Best Practice V Name of the pilot and link (source) Leçon du jour: Le passé composé https://www.youtube.com/watch?v=mVAdruB1xu4 Purpose – what is it good for? Getting a better theoretical understanding of passé composé (present perfect simple). The passé composé is very clearly and briefly explained. Duration About 4 classrooms hours/one week. Activity No special activities/exercises, but in order to achieve learning results, the video requires that the student listen to and watch the video. The listening comprehension of the student is practiced, too. Method of work Visual learning strategy: By visualizing the subject matter, it will be easier for the student to remember it. This effect is probably increased by the fact that different colours are used in the video. Visualizing the subject matter will generally lead to a better overview. Target group Students of French in secondary education Technology YouTube Materials needed A computer with internet is needed. Description of the experience The students get a briefer and maybe more understandable overview of the passé composé. They can play the video as many times as necessary, which is not the case in a usual classroom situation. Comments about usage and experience The speed of the learning process increases. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 22 www.gaintime.eu This pilot helps to improve the following key competencies and how Knowledge of passé composé. Grammatical skills are improved, as well as listening and reading skills. Pilot contributed by Partner: Gausdal videregående skole Country: Norway What have you learnt as teacher? Students are more motivated to learn, and it seems that they learn more easily when watching videos prior to the classroom activities. What is the students' feedback? The students get more motivated by watching a video. Colours and moving objects make learning the passé composé more exciting. What have your students learnt? The theoretical part of passé composé. Best Practice 6 Name of the pilot and link (source) Flipping the Flipped Classroom https://www.teachingenglish.org.uk/blogs/nikpeachey/flipping-flipped-classroom Purpose – what is it good for? Learning English Duration An academic year Activity Different activities: watching videos, taking quizzes, working in groups. Method of work Master model to gain time in your classroom 2014-1-ES01-KA201-004401 23 www.gaintime.eu Instead of preparing my trainees with video input or lectures before the class, I’ve dropped them straight into more practical activities in class and pushed them to face some of the challenges of working with technology for language learning. This then has enabled me to follow up with plenary and input materials that are far more discursive and interactive and which encourage much more reflection on what the trainees have already experienced. Target group English language learners. Technology ICTs. Materials needed Computer with Internet. Description of the experience Changed some elements of the flipped approach that are still PPP: ‘I’ll tell you what you need to produce and then you produce it’ about it’. Thus, I tried to address this and push trainees to try to work things out for themselves and then reflect on what they have learned. Comments about usage and experience I’ve tried to push trainees to try to work things out for themselves and then reflect on what they have learned. This pilot helps to improve the following key competencies and how English language, insight, independent learning, creativity, coping strategies. Pilot contributed by Partner: Kahn Academy Country: UK What have you learnt as teacher? That in order to develop as teachers we need to step or be pushed a little outside of our comfort zones, because that’s where we really start to learn. What is the students’ feedback? Master model to gain time in your classroom 2014-1-ES01-KA201-004401 24 www.gaintime.eu My trainees enjoy this approach and are much more engaged than they have been when I have started with input. What have your students learnt? They seem to be able to develop much deeper insights into some of the problems students will face when working with technology, mainly because far more goes wrong in the classroom and they are able to work out strategies for coping with this. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 25 www.gaintime.eu FRENCH, GERMAN, SPANISH BEST PRACTICES COLLECTION: "CREATIVE CLASSROOM" Best Practice I Name of the pilot and link (source) Konjunktiv I http://www.sofatutor.com/deutsch/videos/der-konjunktiv-i?topic=627&back_button=1 Purpose – what is it good for? Getting a better theoretical understanding of Konjunktiv I (irrealist mode). Duration About 4 classrooms hours/one week. Activity No special activities/exercises, but the video requires that the students watch and listen to the video. Listening comprehension of the student is also practiced. Method of work Visual learning strategy: By visualizing the subject matter, it will be easier for the student to remember it. This effect is probably increased by the fact that different colours are used in the video. Visualizing the subject matter will generally lead to a better overview. Target group Students of German in secondary education Technology YouTube Materials needed A computer with internet is needed. Description of the experience The students get a briefer and maybe more understandable overview of the Konjunktiv I. They can play the video so many times as necessary, which is not the case in a usual classroom situation. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 26 www.gaintime.eu Comments about usage and experience The speed of the learning process increases. This pilot helps to improve the following key competencies and how Knowledge of Konjunktiv I. Grammatical skills are improved, as well as listening and reading skills. Pilot contributed by Partner: Gausdal videregående skole Country: Norway What have you learnt as teacher? The students are more motivated and keen on learning. What is the students' feedback? The students get more motivated by watching a video. Colours and moving objects make learning the Konjunktiv I more exciting. What have your students learnt? The theoretical part of Konjunktiv I. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 27 www.gaintime.eu Best Practice II Name of the pilot and link (source) Spanish grammar: pretérito indefinido og pretérito imperfecto: the differences https://www.youtube.com/watch?v=jVD4I2eCO_Q Purpose – what is it good for? This is a video that explains the differences between the two forms of preterite in Spanish. Duration The video takes less than five minutes. Then the students have to do exercises where they choose between the two different forms of preterite: 1 hour Activity Video lessons Working with exercises and tasks in class. Evaluation. Test Method of work The students watch the video at home, and in class we do exercises using the two forms of preterite in Spanish. Target group Students of Spanish (17-years olds). Technology Computers, internet connection Materials needed Computers, internet connection, exercises Description of the experience Students can stop and rewind the video whenever they need to. They can reflect on the subject of Spanish grammar at home, and they get more time in class to work with exercises. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 28 www.gaintime.eu Comments about usage and experience This is a short video about a topic in Spanish grammar; there are also many more videos about other subjects in Spanish grammar. The lecturer explains the topic well. This pilot helps to improve the following key competencies and how - It helps the students express themselves in the past tense, which will help those writing better essays and understanding more Spanish. Pilot contributed by Partner: Gausdal videregående skole – Pierre de Coubertin Country: Norway What have you learnt as teacher? The students like variation and they liked to watch a video at home as homework. It is time-consuming explaining Spanish grammar from the blackboard. When the students watch videos at home, we gain time to practice more Spanish in class. What is the students' feedback? They like watching videos for homework. What have your students learnt? They have learnt the differences between the two forms of preterite in Spanish. Best Practice III Name of the pilot and link (source) «Progettazione e sviluppo di un website in ambiente “Instant support for customer care» Istituto Statale di Istruzione Superiore «Luigi di Maggio» Foggia Italy http://www.isdimaggio.it/iiss/index.php?option=com_content&view=article&id=431: esempio-di-best-practice&catid=45:catnotvarie&Itemid=74 Purpose – what is it good for? this allowed the students to apply their knowledge according the method of “learning by doing” Master model to gain time in your classroom 2014-1-ES01-KA201-004401 29 www.gaintime.eu Duration Two school years Activity Plan and creation of a website for “instant support for customer care for touristic firms in the territory. Method of work The method of work used was based on the problem solving, group working, troubleshooting. Target group Fifth year of Secondary school (ITT. L. Di Maggio) (17-19 y.o.) Technology Internet Materials needed PCs – School books – Touristic literature – Videos Description of the experience They applied the planning of a website during an experience of school work altering at KnowK srl of Foggia.The finale product is in Italian and English. Comments about usage and experience Students learnt, not only along the process of study itself, but also through the realization of the final product as exactly in the field of work This pilot helps to improve the following key competencies and how The use of language in general, and in particular of the technical language, all the TIC skills , and a deeper vision of several subjects such as history, arts, geography, and a better knowledge of the territory resources. Pilot contributed by Partner: KnowK srl of Foggia Country: Italy Master model to gain time in your classroom 2014-1-ES01-KA201-004401 30 www.gaintime.eu What have you learnt as teacher? Use of the school working shifting (ALS) and models of work experience related learning. What is the students’ feedback? Totally positive: students are now more motivated in the TIC What have your students learnt? The acquisition of new competences directly usable in the field. Best Practice III Name of the pilot and link (source) Cómo dar una clase al revés-How to teach with flipped methodology http://justificaturespuesta.com/como-dar-una-clase-al-reves-o-flipped-classroom-en-5-sencillospasos/ Purpose – what is it good for? To teach teachers how to develop a flipped classroom Duration 5 hours Activity First content has to be created, about any topic that we want to teach but without using the traditional book. So first we will create a video explaining the ideas of the unit/subject we want to teach. We edit it, better in 2 parts if long, we upload it in YouTube. Then there is the control to see if students have watched the video at home, for that he uses Moodle. Afterwards with Moodle or Google Drive he prepares some questions that tell the teachers if the video has been watched, and then they can mark the watching. Then when students come back to class doubts are solved using a smart board. Then team work, groups of 4/5 students watch the video again and together reading the digital textbook answer the questions the teacher presents Method of work First content has to be created, about any topic that we want to teach but without using the traditional book. So first we will create a video, we need a tripod and a digital camera or mobile, explaining the ideas of the unit/subject we want to teach. We edit it (iMovie), better in 2 parts uploads in YOUTUBE, videos do not have to be longer than 10m. Then there is the control to see if students have watched the video at home, for that he uses Moodle (https://moodle.org/?lang=en), there he uploads the video he has prepared. Afterwards with Moodle he prepares some questions that tell the teachers if the Master model to gain time in your classroom 2014-1-ES01-KA201-004401 31 www.gaintime.eu video has been watched, and then can mark the watching by writing some questions using Google Drive/Moodle. Then when students come back to class doubts are solved using a smart board. Then team work, groups of 4/5 students watch the video again and together reading the digital textbook answer the questions the teacher presents Target group Secondary students Technology Tripod, digital camera, smartphone, iMovie , YouTube, Moodle , Google drive, Smart Board, Digital Book Materials needed Internet access , enough speed to download applications, Laptop/ipad /PC for teacher Tripod, digital camera, smartphone , smartphone .The possibility that each student has access to any of the following electronic devices: lap top, iPod, ipad, iPhone, tablet or smart phone Description of the experience The experience has been very useful to him even if he has spent quite a lot of time preparing all materials he thinks it is worth his aim has been to raise motivation and initiative among students. Comments about usage and experience Students work at their own rhythm, the student controls his/ her learning- Students are more active in class. Team work is encouraged. Better management of time. Families take part in the learning process This pilot helps to improve the following key competencies and how Team work as students after working individually at home watching the videos have to analyse it later in class in groups of 4-5 Pilot contributed by Partner: STUCOM Country: Spain What have you learnt as teacher? To create tools that can help students to learn in a better way following their rhythm. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 32 www.gaintime.eu What is the students' feedback? When they attend the classes they show more autonomy and feel more confident so they are more motivated to take part in discussions and other activities What have your students learnt? Self- confidence, security , independence , autonomy, creativity GENERAL, PEDAGOGICAL "CREATIVE CLASSROOM" BEST PRACTICES COLLECTION: Best Practice I Name of the pilot and link (source) Teaching by LIM – ITIS Castell di Brescia Italy - Rivista di FormareNetwork ISSN 2037-0628 Purpose – what is it good for? Building an open knowledge motivating and dynamic. To enhancement and inclusion of all abilities of all students Duration The whole school year Activity Hot to exploit spaces of fast positioning: Wikis as Pbworks and wikispaces. Method of work Flipped classroom – cooperative learning Target group First 2 years of secondary school (14 – 16 y.o.) Technology Internet - as Pbworks and wikispaces Materials needed LIM - smart board Description of the experience Master model to gain time in your classroom 2014-1-ES01-KA201-004401 33 www.gaintime.eu The building up of a lesson together with students, using the web spaces as repositories at the students' disposal that can be continually revisited in class and at home. Spaces intended as paths of revision, consolidation and recovery of subjects. Comments about usage and experience Enhance the process of teaching and learning - Use spaces fast positioning in the web as Weebly as an archive of the contents of mathematics. This pilot helps to improve the following key competencies and how Create multiple affiliations in operating; highlight the exploratory nature of knowledge and appearance of the conservation of the insights. Pilot contributed by Partner: ISS Veronica Gambara - Brescia Country: Italy What have you learnt as teacher? Improvement of the quality of lesson, you can also keep many lessons to re-use. What is the students’ feedback? They are mostly satisfied with using LIM as a tool for teachers but also for students. What have your students learnt? They learnt many multimedia languages, and how to study the lost lesson event at home. They also have the opportunity to get visual and interacting lesson that are surely more appealing. This activity can no doubt, be helpful for students far from school such as in the hospital. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 34 www.gaintime.eu Best Practice II Name of the pilot and link (source) Istituto comprensivo VIA BROCCHI-MILANO Milano MI http://gold.indire.it/nuovo/gen/show-s.php?ObjectID=BDP-GOLD000000000019A09B Purpose – what is it good for? Develop strategies for learning disciplines through the use of concept maps and cooperative groups Duration The first months of school year (20 hrs.) Activity Guided creation of concept maps Method of work Cooperative learning, guided discussion, flipped classroom, observation and self-evaluation Target group 11-14 Technology Computer and smart board Materials needed Photocopies, post-it, colours, cardboards Description of the experience The teacher : - Chooses a topic disciplinary or interdisciplinary to use for exercise - Prepares an example-map on the topic chosen as a model that can be proposed to pupils - Explains to students how to build a concept map and proposes the introductory exercises - Creates workgroups using criteria that encourage peer -education and cooperative learning, he/she defines the rules of the activity and controls the execution of the work to help in case of critical situation - Logs, alone or with the help of a colleague, the observations made during the development of the activity The students : - They work by themselves on the text proposed by the teacher identifying the significant concepts Master model to gain time in your classroom 2014-1-ES01-KA201-004401 35 www.gaintime.eu - They are divided into groups and each of them build together a concept map - They show a map to his fellows and proceed to self-assessment using the proposed grid p that invites them to reflect not only on the aspects of content , but also on the relational dynamics within the group - They build a general final map integrated by the maps produced by individual groups Comments about usage and experience It is important to explain to the students that the map is a working tool that pushes themselves to a work of construction and on-going review. Moreover the realization of the map is the result of personal cognitive strategies that are not the same for everyone; at the same time, however the maps, to be effective, must contain necessarily a certain number of concepts, linked each other by precise hierarchical links that need to be clearly identified and explained. I order to get a proper final evaluation, it is necessary to carry out a systematic observation of what happens during the proposed activities, and return it in the group discussion, in order to evaluate both aspects related to learning but also the relational dynamics within groups. This pilot helps to improve the following key competencies and how Learn to speak, listen , discuss (presentation and circle time) Capacity for analysis and synthesis (individual and group activity on the proposed text) Collaboration and team –work (creation of group maps) Pilot contributed by Partner: SMS Via Gallarate - Milano Country: Italy What have you learnt as teacher? Use appropriate tools for the assessment of concept maps of students Schedule work time and setting Consolidate the role of the group leader using specific interventions to motivate students and assist them in problem-solving What is the students' feedback? They liked : - Making and using autonomously a tool that helps them in the study - The group work in a serene environment - The informal setting What have your students learnt? Master model to gain time in your classroom 2014-1-ES01-KA201-004401 36 www.gaintime.eu Be aware of their specific learning style Interact positively with others Work for the execution of a specific task, thus promoting the growth of self-esteem and perception of self-efficacy Respect the deliveries received Use digital assets critically Be aware of the importance of the error in the learning process Best Practice III Name of the pilot and link (source) CULTURAL EXCHANGE AND PARTNERSHIP MIUR http://www.romaest.it/news/01/2015/scuola-tivoli-un-esempio-di-best-practiceincontro-con-la-professoressa-francesca-cosentino/ Purpose – what is it good for? 1. 2. 3. Experience a new culture Improve linguistic competences Personal development Duration 1 school year Activity Planning the exchange with the students through main steps, such as Identifying country/target group/host school/host families for the exchange itself Getting into contact with Chair Governors/ school Directors/ Host families Planning the trip and defining the itinerary Post Exchange experience Feedback Method of work Students take an active part in the process, they participate in all the activities planned and become actors: Cooperative learning, sharing knowledge and learning by doing are the most used teaching/learning techniques adopted. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 37 www.gaintime.eu Target group 11-14 years old Technology Internet, LIM, emails, PCs Materials needed Leaflets, brochures, power point presentations, books and travel guides, Teacher’s hand-outs Description of the experience All the students felts seriously engaged in the experience, for instance many of the so called “lazy students”, became active and cooperative and this led to a better class management giving performance successful results beyond expectations Comments about usage and experience At the very beginning of the experience some of the students felt inadequate or simply frustrated in using the foreign language like their mother tongue, moreover some others felt homesick considering the long term period of the exchange, but it was, all in all, a positive experience since they learnt how to afford new situations in a completely unknown habitat, within a foreign environment where the urge of communication was of primary importance. Therefore they adopted strategies to communicate, recall memory, and learn suddenly new items. To sum up they built self-confidence and improved self-esteem. This pilot helps to improve the following key competencies and how To enhance communication strategies/competences in real communicative foreign contexts. To identify the effects of the project work in the development of the students' autonomy. To develop self-evaluating skills. To develop active citizenship and become culturally involved Pilot contributed by Partner: I.C. Tivoli II A.Baccelli, Rome; Charles III Institute of Montecarlo Country: Italy/Montecarlo What have you learnt as teacher? Teaching methodologies have to meet students’ needs since the more the Students feel engaged, the better they learn Master model to gain time in your classroom 2014-1-ES01-KA201-004401 38 www.gaintime.eu What is the students’ feedback? Extremely positive What have your students learnt? To develop strategies, both linguistic and behavioral in order to fit almost every kind of situation Best Practice IV Name of the pilot and link (source) Así flipeare mi Segundo año : http://www.theflippedclassroom.es/asi-flipeare-mi-segundo-ano/Second year flipping Purpose – what is it good for? This web shows how a biology teacher uses the flipped methodology for the second time and applies it to his classes of the whole school year. He started the year before and realized that he had to do some changes so the methodology can be more useful. It is applied to his biology classes but it can be applied to any subject Duration A whole school year Activity First at the beginning of the school year flipped methodology is explained to all students. Second step is the introduction of the new unit. Students watch a video the teacher has prepared and then fill in an online questionnaire, the results show the teacher which part of the unit they have not understood completely, after that they watch the video again and reply to the questions in the video while they are also reading an iBook the teacher has created to get a deeper knowledge of the subject. When they come back to class, the teacher replies to their questions. More exercises are done in class and a project is developed about the unit. Method of work First at the beginning of the school year flipped methodology is explained to all students. Second step is the introduction of the new unit in class 20-30 minutes; he has realized that it is much better for students to have some hints before they watch videos at home on their own. Students watch a video the teacher has prepared (YouTube) and then fill in an online questionnaire, the results show the teacher which part of the unit they have not understood completely, after that they watch the video again (Educator) and reply to the questions in the video while they are also reading an iBook the teacher has created to get a deeper knowledge of the subject. When they come back to class, the teacher replies to their questions. More exercises are done in class and a project is developed about the unit. Some units need 2 or 3 videos depending on the degree of difficulty. They share questions Master model to gain time in your classroom 2014-1-ES01-KA201-004401 39 www.gaintime.eu and doubts in a FB group created for this aim, and share a Google Drive folder with all exercises, teaching plan, project and links Target group Any secondary student Technology YouTube channel ; Educator; iBook: FB site and Google drive Materials needed Internet access, enough speed to download applications, videos, access social networks, internet, e books, etc. Laptop/ipad /PC for teacher The possibility that each student has access to any of the following electronic devices: lap top, iPod, ipad, iPhone, tablet or smart phone Description of the experience This teacher has already used this methodology and the results have been so good that he is using it again for the second year but has done some changes that after the feedback from the first year. He no longer asks the students to watch videos previous to any explanation as he has realized the get lost if they don’t have some prior guidance. Comments about usage and experience Very useful, students are actors and are involved during all the process; they have access to more students and the teacher thanks to the common FB channel and their self-confidence raises and consequently their academic results. This pilot helps to improve the following key competencies and how To help to design any flipped class Pilot contributed by Partner: STUCOM Country: Spain What have you learnt as teacher? That even the workload can be hard for the teacher to prepare all the year videos and questions, the results are worth Master model to gain time in your classroom 2014-1-ES01-KA201-004401 40 www.gaintime.eu What is the students' feedback? Students feel highly motivated and their marks are much better, they have the feeling they have a private teacher for each one. What have your students learnt? Self- confidence, security , independence Best Practice V Name of the pilot and link (source) Active Learning For The College Classroom http://web.calstatela.edu/dept/chem/chem2/Active/ Purpose – what is it good for? -To examine the the effectiveness of active learning. -To explore the different types of active learning -To motivates deeper thinking about the subject. -To develop critical thinking and collaboration in group works Duration Per week 4 hours Activity Before starting the activity, the class has been divided into groups. Each member of a group is asked to complete some discrete part of an assignment; when every member has completed his assigned task, the pieces can be joined together to form a finished project. For example, students in a course in Turkish geography might be grouped and each assigned a country; individual students in the group could then be assigned to research the economy, political structure, ethnic makeup, terrain and climate, or folklore of the assigned country. When each student has completed his research, the group then reforms to complete a comprehensive report. In a chemistry course each student group could research a different form of power generation (nuclear, fossil fuel, hydroelectric, etc.). Then the groups are reformed so that each group has an expert in one form of power generation. They then tackle the difficult problem of how much emphasis should be placed on each method. Method of work Active participation of the students in the process is supported all the time. They behave like the actors of the planned activity and they work cooperatively while completing the tasks. Communicative and cooperative learning methods are adopted. Learning by doing and sharing are among other methods. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 41 www.gaintime.eu Target group High school students Technology Internet, PCs Materials needed Hand-outs about the economy, political structure, ethnic makeup, terrain and climate, or folklore of the assigned country, colourful cartoons, glue, maps, materials for the presentation Description of the experience Active learning is a model of instruction that focuses the responsibility of learning on learners. This helps students to gain more confidence and to take part actively in the group works. Because, they have to read, write, discuss, or be engaged in solving problems. The activities of discussion and group work with the methods of cooperative learning also allow weaker students to make progress in the discipline. Comments about usage and experience First the subjects were delivered randomly to students and some of them felt anxious because they did have no idea about what they would talk about. But now, it is much fair as dividing the subjects in categories and enabling the students choose the one according to their interest make the students feel comfortable. They develop their cooperation with the members of the group and develop their critical thinking as well as problem solving. They use their imagination and it helps them create a positive group atmosphere in the classroom. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 42 www.gaintime.eu This pilot helps to improve the following key competencies and how - Working collaboratively in a group Critical Thinking Knowledge building Making investigations on the mentioned subjects Group evaluation Pilot contributed by Partner: ELAZIĞ CİTY DEPARTMENT OF EDUCATİON Country: TURKEY What have you learnt as teacher? I experienced that students get more interested and involved in the group activities. The ability to cooperate with the members of the group increases when they do the tasks all together. The communication skills of the students get better. What is the students' feedback? They think that they developed their cooperation with the group members and exchanging ideas created a good learning atmosphere for them. Different presentations enabled them to learn a variety of subjects about the same topic. What have your students learnt? Students get more motivated when they prepare some posters to show their classmates. They develop some critical thinking methods what they can write about the subjects they are responsible for. They developed their self-confidence as well as developing autonomy. Their creativity has increased with independent working ability. Best Practice VI Name of the pilot and link (source) Best Practices in Training http://www.turkiyeegitim.com/egitimde-iyi-ornekler-kalecik-anadolu-lisesi-43876h.htm Purpose – what is it good for? To help students and teachers to learn and to asses work and more and more easıly by using new technologıes Duration in hours Master model to gain time in your classroom 2014-1-ES01-KA201-004401 43 www.gaintime.eu 8 hours per week Activity The process of learnıng should be mıxed by usıng a) wrıtten texts b) photographs or video recordings are recommended too c) CD or flash drive must be delivered too. Together wıth the use of new technologies Method of work Effective and efficient study is one of the most important factors that will lead a student to success. The fact that every student is different from the other shows that we need to use dıfferent methods to asses students work and to help them ın the learnıng process This page provides information on the effective and efficient ways of working to assess and to provıde students’ traınıng Target group All Students Technology Internet, PC, Social Media, Presentations Materials needed Technological infrastructure and presented Description of the experience Education Reform Initiative (ERG) by 2004 in Education, held every year since Best Practices Conference in our country, teachers bring together the different stakeholders of education especially and education offers a rich dissemination of good practices of communication and collaboration platform. Educators will interact throughout the day, to share best practices and in the framework of formal education and experience of 12 Best Practices in Education Conference, Saturday, April 11, 2015 will be held in Tuzla campus of Sabancı University. Comments about usage and experience Thıs methodology can be used ın Science, Technology, Innovative Materials and Applications in Engineering and Mathematics • Language Teaching and Education • Artistic and Sports Activities • Early Childhood Education • Participatory Decision-Making in Schools • Counselling and Guidance • Combating Discrimination in Education This pilot helps to improve the following key competencies and how Master model to gain time in your classroom 2014-1-ES01-KA201-004401 44 www.gaintime.eu Socıal and cultural competences that wıll help chıldren to be prepared for adult life, at the end of their compulsory education and training by helpıng them to feel a desire for learnıng Competence in science and technology wıll ınvolve an understanding of the changes caused by human activity and responsibility of the individual. Pilot contributed by Partner: ELAZIG CITY DEPARTMENT OF EDUCATION Country: TURKEY What have you learnt as teacher? That innovation ıs a key factor ın the learnıng process What is the students' feedback? They feel more confıdent and trust ın themselves ımproves after usıng thıs methodology What have your students learnt? That self confıdence makes the learnıng process easıer Best Practice VII Name of the pilot and link (source) Artistic education and development of the students' creativity and autonomy in higher education. Maria Philomena Perquilhas Baptista Afonso, 2013 Polytechnic of Lisboa http://repositorio.ipl.pt/handle/10400.21/3328 Purpose – what is it good for? Development of creativity and autonomy through artistic education namely in the validation of the use of effective creative and autonomous thinking exercises through project work methodology. Duration 1 year Activity To answer the initial questions of this study, we organized a project intervention with research-action features. As a strategic option to develop creativity, we chose to execute streamlining exercises of Master model to gain time in your classroom 2014-1-ES01-KA201-004401 45 www.gaintime.eu creative thinking and developing autonomy. We also chose to use of project methods in the creation and development of a project in arts education. The options were based on the learning acquired during the 1st year of the Masters, particularly in the subject of learning and creativity, literature review and the area of the syllabus statements expressions. In the 2nd class we proposed a challenge to students: How did they teach an alien child what a piano is? The goal was for the students to look at an object (piano) in a different way and try to find new ways to define, in order to communicate with someone who does not have the same references. In the following 3 classes, students had to solve an exercise that was a bit more complex. Each student chose a word that would identify him/her. Then they would split into three groups that would create one story from the word spoken by each of the elements. After the story is created, they were proposed to create a drama in three stages: writing a script, test and presentation to the class. From 6th to 9th grade, the students created a story from the creation of a mental map. Students were told the definition of the mind map in order to know how to build it. The main theme was the class and its evolution since they are first met (3 years ago). The students formed three groups to choose from again. After creating the mental map, each group took one or more branches and built a story changing the time and the space in which the action unfolded. It concluded with the oral presentation of the history created. In the next 7 classes, (from the 10th to the 16th) the challenge proposed to the students was the "Creation and dramatization of a story regarding the number 'Seven': the subject would have to be related to this number, each group would have seven members, each dramatization would last for seven minutes and the students would attend 7 classes (50 minutes each) to prepare and submit the project. This exercise had several objectives: the development of creativity (such as others), creating new class dynamics (students were used to smaller groups and always work with the same colleagues), improved time management (the accuracy of the number of school days to prepare the work required them to improve their organization) and the development of specific skills related to expressions. Each group began a brainstorming, with the number 7 as the base. The teachers gave some examples: the seven seas, the seven musical notes, the seven hills of Lisbon, the seven gates of Thebes, etc. One group created a story from the Seven Dwarfs, bringing other elements concerning the number: the dwarves worked in seven rivers in a company called Seven Crafts and would receive a message from Cristiano Ronaldo (CR7). The other group had a story that connected James Bond (007) and Seven Deadly Sins. Method of work The use of strategies to promote creativity. Target group Students in the second year of the course "Apoio Psicossocial" (Psychological and Social Support), who demonstrated little creativity and autonomy in all tasks. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 46 www.gaintime.eu Technology Limited resource of technologies Materials needed This activity was carried out with the use of several PowerPoint files, computer, data show and materials provided in the classroom that can useful for the execution of the work. Description of the experience A drama was performed where each student played a role (including an alien) which he/she embodied in the presentation of the solution. Comments about usage and experience In this activity, we used methods that helped analyse the problem from different perspectives, enabling the release of mental locks in order to develop imagination and combine different ideas. This pilot helps to improve the following key competencies and how To verify if the promotion of creative strategies has effects on: 1. 2. 3. creative flow, flexibility, and originality; the application of those features in the planning and development of projects; To identify the effects of the project work in the development of the students' autonomy. Pilot contributed by Partner: ISCAP/IPP Country: Portugal What have you learned as a teacher? Since it would be extremely difficult to always work with the whole class, we have chosen to divide it into small groups. These results allow us to conclude that the use of agile techniques of creative thinking contributed to the development of creativity of our students. What is the students’ feedback? The students had some difficulty in managing the time, which forced them to reformulate the project, running fewer tasks than what was initially planned. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 47 www.gaintime.eu What have your students learned? The use of creative development techniques increased the students’ creativity and the project’ methodology applied to Artistic Education increased their autonomy. Best Practice VIII Name of the pilot and link (source) Facebook e Google, dependence or autonomy? Dora Alice de Amorim e Silva, 2012 Elementary school Eça de Queirós http://repositorio-aberto.up.pt/handle/10216/66514 Purpose – what is it good for? It emphasizes the importance of teaching research techniques which allow not only to find fast information on the internet, but also to use social media, especially Facebook, as the main way to elaborate collaborative works. In this case, this platform was used on the subject Spanish as a foreign language. Duration in hours 3rd semester Activity The activity consists in the creation of a poster. Method of work This Project was developed in two high-school classes and was based on a research group work. This one used Facebook as the main resource. The main objectives were: development of an autonomous learning through social media; demonstration of the importance of Facebook on the performance of cooperative works; increase of the skills related to research, using Google tools and other techniques. Target group Students from the 11th and 12th grade. Technology The technology used is Facebook, Google, yahoo, asl. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 48 www.gaintime.eu Materials needed Computers with internet are required in order to develop this activity. Description of the experience This experience was divided into three steps: 1. 2. 3. to complete an individual survey concerning new technologies and the habits of students as users of social networks and research tools; to perform a collaborative group work performed through Facebook; To complete a final survey through Facebook concerning the development of the work performed and the final outcome of the project. Comments about usage and experience First it is important to emphasize the effort made by the different groups to use the Spanish language. The majority of students wrote only the Spanish in the school context. Second, the participation of each group in the execution of the work was remarkable. Aside from always being on top of things, they made the final decisions together for the elaboration of the final product: the poster. This pilot helps to improve the following key competencies and how This experience was helpful to improve several aspects, for instance, the capacity of reflection and, above all, the autonomy of every single student. Pilot contributed by Partner: ISCAP/IPP Country: Portugal What have you learned as a teacher? The students are not used to reflect about the way they learn, nor about the strategies and resources they may use. Therefore, it is crucial to develop more initiatives to promote more reflection moments which are essential for the learning process. Finally, there are some difficulties in expressing by written, which need to be acknowledged. On the one hand, students are conspicuous about their limitations as Spanish communicators; on the other hand, this can work to review some communicative functions. What is the students’ feedback? The first conclusion that can be drawn is the positive feedback about this project. Thus, Facebook was crucial. Actually, although 17% thought this experience was negative, more than ¾ emphasized its positive part. As this platform was an important tool for self-learning, each student appreciates Master model to gain time in your classroom 2014-1-ES01-KA201-004401 49 www.gaintime.eu aspects such as space, time, simultaneous and speed. In fact, these last topics were very important in every context. What have your students learned? In spite of this acknowledgment, only 16 students believe to be more autonomous in the use of Facebook after concluding the group work. Although some had learned how to share different files or had seen this platform has a way to communicate in different interactions, others do not consider this as an autonomous achievement. Best Practice IX Name of the pilot and link (source) Education for Linguistic and Cultural Diversity Olga Ferreira With the collaboration of Ana Gabriela Freire,2012 Portugal http://www.coe.int/t/dg4/education/pestalozzi/Source/Documentation/TU/TU_DIV_Ferreira_EN.pdf Purpose – what is it good for? Collaborative learning to benefit from diversity in the classroom. Duration 360 minutes + autonomous work (120 minutes) Activity Collaborative work, which requires skills of self-expression and interaction in diversified contexts. Careful listening and observation during the activities is the starting point for teachers to develop sensitivity to their peers' skills, abilities and knowledge. Discussing and sharing different points of view in a cooperative way will lead to critical perspectives, promoting broader insights. Method of work Individual work and collaborative group work, involving projects, using pictures, literature, and the internet to compare perspectives. All the sessions should catalyse trainees’ positive and constructive attitudes aiming at values of tolerance and justice. The final goal should have its focus on personal and social development, all the suggested activities pointing to a higher level of awareness about multicultural issues in the present world. That is why observation and critical attitudes should be present during all the sessions. In addition, assessment activities should always clarify and regulate all the process. In this way, it would be interesting, at the beginning of the module, to give a quiz to the trainees concerning their concepts and representations about multiculturalism. At the Master model to gain time in your classroom 2014-1-ES01-KA201-004401 50 www.gaintime.eu end of the module, trainees could respond to the same quiz, comparing both documents. (E.g., whom would you share your apartment with and why? What do you think about immigrants in your country?) Target group Secondary level Technology The technology used is the internet and computer Materials needed In order to perform properly, there is essential material: pictures, literary pieces, internet products. Description of the experience Activity 1: Negotiating the meaning of personal choices. Choose one of the above options and display the items on a desk or on a board as appropriate. a) Each teacher observes the materials (selected according to one of the possibilities referred to above) and chooses something in response to the following questions: What is (for me) the most significant item on the board/table about our present world? Why is that the most important item? What does it mean to me? (Individual work) b) Activity 3: The participating teachers are divided into groups of 4 or 5. First, each group must share the following tasks: who will take notes and make a synthesis? Who will present the results of the group discussion in an oral report? Who will be the group’s observer? When this is decided, group leaders and observers receive the appropriate worksheets. Then each teacher presents him/herself to the group through his/her choice, explaining the reasons for choosing the selected item. Everybody can ask questions about the choices made by each member of the group. c) Activity 4: Group work: The same groups prepare to present and analyse the choices made. After this presentation, the group observers talk about their observation notes to the whole class. d) Activity 5: Whole class: Finally, the whole class discusses the choices made by the groups. The different contributions to the discussion may reveal how the class can benefit from diversity as a resource. Activity 2: Discussing and clarifying concepts – identity, language and cultural diversity Procedure: a) Each participant is invited to read two poems (Appendix 5) individually. b) 2. The class has to be divided into groups with one observer in each group of participants. Worksheets have to be distributed and the observation and comments grid has to be given to the observer in each group. The group members join to comment on the two texts. Each participant is encouraged to express his/her own feelings about what he/she has read. Then, the group analyses the different points of view. The team must discuss language, culture and identity in order to clarify concepts. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 51 www.gaintime.eu c) The whole class discusses the concepts, giving examples and personal perspectives. Finally, the observers give critical comments and remarks about interactions and possible prejudices and stereotypes identified. They present a synthesis about the development of the activity of the team. Activity 3: Exchanging ideas, making decisions and planning together procedure: a) Have teachers work in groups and agree on the most consensual choice in the group and underline the main ideas, in order to obtain a media production related to diversity (e.g.: a power point presentation, a video, an audio, a poster, a dramatic text, a medley of images, texts and/or songs, a fashion presentation, an art festival, etc.) (For an example see Appendix 9). b) Teachers develop and share ideas, present proposals. Different communities must understand this final production. It is also advisable to use different languages taught in school. c) In groups, teachers discuss and fill the planning grids and assign tasks. d) Critical debate: Each group will present their planning grid to the whole class, taking notes on practical suggestions. Each group’s observer will intervene and comment on the work done, developing a critical perception and taking into account any prejudices or social stereotypes observed. e) Teachers revise their group’s planning grids. f) Whole class: Display plans for everybody to see. Activity 4: Researching and creating multicultural tools a) Group activities will follow the pre-defined steps, either the Global Project Plan or the Week Plan. b) Group members should agree on sharing tasks: research activities, materials production and the writing of short reports. Doing research could involve reading bibliography, finding other support, underlining interesting information, discussing ideas, choosing materials, making decisions, etc. Producing materials mean sharing tasks according to each Global Project Plan (e.g.: writing texts and/or reports, conducting interviews, compiling a news magazine, a website, a blog, organizing a photo/arts exhibition, producing a video or a short movie, developing and performing art production, a fashion presentation, an art festival, and so on. Some group members could be in charge of writing short reports about the research process in order to promote group self-regulation. c) Each group should introduce information about their findings using an e-learning platform to ensure networking concerning intercultural issues. d) The work should end with a group feedback session for the whole class Activity 5: Presenting, sharing and passing on the material. a) Whole class discussion: Transform the project work into a public event. Link performing activities as dance, theatre, sports, music and so on to the project results as appropriate and feasible. Provide “marketing mix” initiatives in order to attract the audience: posters, flyers, radio advertisements and so on. Coordinate the school event with the local community’s agenda. Develop a specific coordination protocol with local authorities. Involve local grassroots associations. b) Project presentation in the classroom as well as to the whole school and community. c) Whole class: Final debate and assessment. Comments about usage and experience The teacher must learn to act as an organizer and as a facilitator of the learning process. 1. Each activity corresponds to a different phase of a methodological process that enables teachers to gain awareness about the potential of active pedagogical methods. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 52 www.gaintime.eu 2. 3. The aim is to improve teachers' competences in the development of students' skills and abilities for autonomous learning, as well as active participation in collaborative work. Alternative activities are possible in order to explore, compare and evaluate concepts. This pilot helps to improve the following key competencies and how Expected outcome: 1. 2. 3. to benefit from cultural and social diversity in the classroom and school; to develop intercultural and plurilingual competences through collaborative work; To become aware that managing different points of view in a creative way enhances knowledge and contributes to problem-solving. Teachers should be able to help their students to develop better choices and find creative responses to the challenges of living together and constructing democratic multicultural communities. Pilot contributed by Partner: ISCAP/IPP Country: Portugal What have you learned as a teacher? This unit aims to raise teachers’ awareness of the educational process as inner development, based on personal and emotional experiences enhanced by social dimensions. The path to achieving this goal leads through collaborative work, which requires skills of self-expression and interaction in diversified contexts. What is the students’ feedback? The students with this activity acquire and develop the ability to talk naturally. What have your students learnt? The students must increase their intercultural and plurilingual competences through collaborative work and become aware that managing different points of view in a creative way enhances knowledge and contributes to problem-solving. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 53 www.gaintime.eu Best Practice X Name of the pilot and link (source) La clase al revés “- History https://sites.google.com/a/iesvirgendelcastillo.es/historia2bachillerato/home Purpose – what is it good for? To teach History to students of Secondary Education with the Flipped Classroom methodology. Resources as videos, surveys, topics , programs, methodologies , exams are available in the site Duration It is planned for a whole school year Activity Videos and surveys , exams are available to make the teaching of History more appealing for students Method of work Students take an active part in the process, they participate in all the activities planned and become actors . The teacher prepares videos to be watched at home, at students’ speed. They have to answer some questions after watching the video, later in class they do more research with classmates groups of 4 or 5 students, students themselves create more contents that later have to be presented to the entire group. Discussions are held while doing this discussions can continued by social channels or whatsapp. The teacher evaluates all the steps, Target group Students of History in Secondary Education (16-17 years old) Technology PCs, smart phones, laptops Google DriveImpress Windows Live Movie Maker Movenote YouTube Ivoox Audacity Dipity Twitter Master model to gain time in your classroom 2014-1-ES01-KA201-004401 54 www.gaintime.eu Storify Whatsapp Materials needed Google DriveImpress Windows Live Movie Maker Movenote YouTube Ivoox Audacity Dipity Twitter Storify Whatsapp Description of the experience History class may be something static but with this methodology it becomes active and the students are no longer listeners but the take part in the whole process so the experience has changed completely the results of students’ marks Comments about usage and experience Motivation increases a lot, not only for the student but for the teacher who feels even more motivated This pilot helps to improve the following key competencies and how Knowledge of History by the use of videos, Google +, and social networks. Self-evaluating skills. The learning process becomes easier and faster at the same time Pilot contributed by Partner: Stucom Country: Spain Master model to gain time in your classroom 2014-1-ES01-KA201-004401 55 www.gaintime.eu What have you learnt as teacher? A complete different way of teaching History where we can listen and share students' ideas. What is the students' feedback? They liked the methodology a lot because they could use social networks, videos and IT resources that were more appealing to them that the standard class What have your students learnt? The knowledge in History needed to pass the official exam that is done in Spain before to enter the University and the skills needed to do research and present a topic to an audience. Best Practice XI Name of the pilot and link (source) Middelalderen i Norge (The Middle Ages in Norway) – two animations and a video http://ndla.no/nb/node/139369?fag=52253 Purpose – what is it good for? By using the animations and video the students get an overview of fundamental facts and important events in Norway in the Middle Ages Duration 8 lessons (4 weeks) Activity Watching videos as a point of departure, getting more knowledge by class discussions and writing essays and doing tasks under the guidance of the teacher Method of work From overview (through animations and videos) to more insight and knowledge (discussions, essays, tasks) Target group Upper secondary students (17-year-olds) Technology Computers, internet connection Materials needed Master model to gain time in your classroom 2014-1-ES01-KA201-004401 56 www.gaintime.eu Computers, internet connection, textbooks Description of the experience Digital media like these are a good way to introduce a new topic/chapter, and it spurs the students on, so that they get interested in finding out more. Students will most likely be more willing to take part in discussions if they have had a good introduction to the topic. Comments about usage and experience A combination of videos and textbook information helps motivate the students. As there is no dating back to the Middle Ages, animations are a good substitute and makes history more vivid. This pilot helps to improve the following key competencies and how -use digital tools to collect information from various media sources and assess the information with an eye to being critical of sources in own presentations - identify different historical explanations and discuss how such explanations can characterise historical presentations - elaborate on a selection of key economic, social, political and cultural characteristics of developments in the middle ages - elaborate on social conditions and development of the state in Norway from around 700 to around 1500 and discuss possible influences from other cultures, societies and states - elaborate on a selection of key economic, social, political and cultural characteristics of developments in the middle ages Students are more willing and interested in discussing topics that are made "vivid" to them and animations and videos that they can watch at home (instead of doing tasks) will help in this. Pilot contributed by Partner: Gausdal videregående skole, Pierre de Coubertin Country: Norway What have you learnt as teacher? Students are used to "moving pictures", and by using animations and videos as an introduction to a topic, we raise their interest and motivation to learn What is the students' feedback? They think it is easier to get an overview and understand when they watch animations and videos. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 57 www.gaintime.eu What have your students learnt? The students have learnt what they are expected to know at a final exam (in this specific topic) Best Practice XII Name of the pilot and link (source) My country Bulgaria“ http://milanovaclass.weebly.com/1063108610741077108210981090-10801086107310971077108910901074108610901086.html Purpose – what is it good for? Construction of systematic knowledge of the cultural and national heritage of the Bulgarian people. Refining utilization of concepts related to the study of the history and geography of Bulgaria. Formation of basic skills for learning. Create interest in the geographical and historical sciences. Provoking parental interest and creating conditions for their active participation in the educational process. Duration 8 months/ 42 hours Activity Self-study – to get acquainted with educational content. Class work - interactive activities related to understanding the concepts and historical events; Applied and analytical tasks, games; Extra-curricular activities - creative and research tasks; projects, trips, visits to museums. Method of work Video lecture, discussion, brainstorming, games, project Target group 5-6 grade / 11-12 years old Technology Class site, video tutorial presentation, online games, programmable toys, multi-mouse software, mobile applications Master model to gain time in your classroom 2014-1-ES01-KA201-004401 58 www.gaintime.eu Materials needed Appropriate Web environment Multi-mouse software - "Envision" Tablets or smartphones Multimedia projector Laptop Computer mice Network Hubs Programmable toys Description of the experience This practice is a model of inverted training in the subject "Man and society" in Grade 3. It consists of 4 components: 1. 2. 3. 4. 5. Organization of the online environment for self-learning. Selection and organization of resources - presentations, quizzes, game applications, and video tutorials. For the purpose of this project was used platform weebly.com, where are organized educational resources. Used presentations of V. Petkova, lessons from the website "Ucha.se" and educational games designed with Learningapps.org. Organized is a social group on Facebook with the participation of parents. Instructions Instructions are tasks related to self-mastering of new knowledge. They give verbally and demonstrated to students at the end of each hour, and to parents are described in the social group. Work in class Classwork is divided into several sections: o Let's see what we have learned - fun quizzes with tablets and multi-mouse software. o Research Laboratory - fun activities and games for the application of the lessons learned in unusual situation; problem solving and case studies. o Did you know ... - complementary information on educational content? Extracurricular activities o Work on the project "Bulgaria in 100 magnets" o Excursions and visits to museums. Diagnosis and tracking progress o Organization of student portfolio Comments about usage and experience This pedagogical practice requires in advance pupils to create skills for responsible and safe use of Internet. It is desirable for pupils to study IT at an early stage. This pilot helps to improve the following key competencies and how Differentiating and knows different sources of knowledge Able to work with historical and geographical map and use it as a source of knowledge Master model to gain time in your classroom 2014-1-ES01-KA201-004401 59 www.gaintime.eu Knowledge of the national symbols Makes connections between human interactions and the environment Orientation in the time of events Able to work independently and in a team Narrates, analyses and draw conclusions Pilot contributed by Partner: Association “IT World BG”, Bulgaria Antoaneta Milanova, Sr. Teacher Sec. School „Pilot Hristo Toprakchiev”, Bozhurishte, Bulgaria Country: Bulgaria What have you learnt as teacher? As a teacher I learned a precise planning and organization of educational process "of greater demand towards educational content and information on the Internet" a critical look on the didactic possibilities of educational platforms. What is the students' feedback? Surveys, tests, observations and interviews What have your students learnt? To learn to independently use the Internet for educational purposes. Best Practice XIII Name of the pilot and link (source) Out-of-school-time programs. https://www.khanacademy.org/partner-content/coach-res/for-other-environments Purpose – what is it good for? Fill in gaps in their education, get extra practice on skills learned in school, or accelerate their studies. Duration Whatever the user decides. Activity Videos and exercises on-line. Method of work Master model to gain time in your classroom 2014-1-ES01-KA201-004401 60 www.gaintime.eu Students can access math videos and exercises either through our library or our personalized learning experiences, missions. In addition, we have an interactive, creative programming platform in which students of all ages can learn how to code as well as content from a variety of subjects, from Art History to Cryptography. Students can explore and progress through subjects at their own pace, which is especially useful for out-of-school settings. Target group All ages students. Technology Website of the project. Materials needed Computer and internet connection. Description of the experience Each student receives a custom learning dashboard that lets them practice skills based on their level and teacher’s assignments. Students can see how they’re doing and also receive fun rewards along the way like badges and points. Everyone works toward mastery at their own pace, so no one gets left behind and no one gets bored. Comments about usage and experience Every Khan Academy account is both a “learner” account and a "coach" account, so all the features available to learners are also available to you as a coach. This pilot helps to improve the following key competencies and how Learner and teacher competences, by the cooperative learning and the tools it provides to contact mentors and students, and competences on the areas students are interested in. Pilot contributed by Partner: Institutions like NASA, The Museum of Modern Art, The California Academy of Sciences and MIT. Country: UK. What have you learnt as teacher? -Explore gaps in students’ understanding of key concepts. -Identify students who are struggling with a specific topic or concept. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 61 www.gaintime.eu -Diagnose learning challenges. What is the students’ feedback? It is a more interesting, fun and attractive way of learning. What have your students learnt? Subjects in which they are interested on their own without the help of a teacher. ECONOMIC, MATHEMATICS BEST PRACTICES COLLECTION: "CREATIVE CLASSROOM" Best Practice I Name of the pilot and link (source) Mathematic “Matematica online” https://www.educatornetwork.com/Resources/LearningActivities/Details/39effe11-4f8e-4037-ae0f94f3a05b4d6d Purpose – what is it good for? The use of an online learning space permit to: Develop critical thinking Utilize digital technologies to reach the objectives of disciplinary learning Share, co-create, collaborate non only in presence in institutional spaces and times, but also online in extra-curricular spaces Duration This online learning space is normally used in every class during the maths –lessons Activity During the lessons, students are given a video to watch at home, and in the following day, with the instructor, they summarize and explain through different templates and formats according to the contents and concepts of the video. Finally, students do some exercises, discussion, brainstorm or work together in groups to learn and understand the topic. At the end, the instructor summarizes the content and adds whatever was missing in the topic. Method of work This online learning space is made of a class repository created with SkyDrive where the students share resources and work together with Word documents, Power Point presentations, Excel spread Master model to gain time in your classroom 2014-1-ES01-KA201-004401 62 www.gaintime.eu sheet in order to co-create knowledge. The learning environment archive on the network is integrated by a class wiki (Works) where are deposed the files of the lessons through an interactive board integrated by a flipped lesson or EAS (Episode di Apprendimento Situato=EPISODES OF LEARNING LOCATED). The learning space is integrated with the use of Microsoft web app of different devices by the students following the BYOD/BYOT view and adding OneNote to gather notes and share them both in the traditional (text) way but also digital (image, graphs, video attached). The online learning environment (present in the students extra-curricular time when they play the computer or watch videos on You Tube) uses also some instruments of instant messaging and Voip (Messenger and Skype Pro) for the synchronous extra-curricular activity and sometimes as tool of collaboration and real-time tutoring (Scribblar). Students, in extra-curricular dedicated times and/or previous fixed appointment (required through a specific format and file), attend individually or in a small groups online lessons (online help desk) with the instructor. He helps the students do their homework, explains and reviews some material or helps in preparing tests and exams about the competences the students have acquired after studying the shared material in the repository and wiki (LIM lesson and flipped lesson). Besides the synchronous interaction (text, video, vocal) sometimes registered, it was tested the production of contents (graphs, calculus exercises through a disciplinary software chosen among the ones available on mobile such as Microsoft Mathematics 4.0, Geogebra, Desmos, Wolfram), shared on a pc desktop (Windows 7, Windows 8, and Skype Pro), sent to the instructor (through Skype), and attached to the learning space online (shared in SkyDrive and/or wiki of the class). Target group Students of maths, secondary school (14-18 year-olds) Technology PC, Electronic white board Materials needed Math Worksheet Generator, Microsoft Excel, Microsoft Mathematics 4.0, Microsoft Office online, Microsoft One Drive, Microsoft Powerpoint 2010, Skype Description of the experience The variety of tools and resources available in this learning environment allows each student to participate and interact with the teacher and with the colleagues; each of them can choose the tools thought to be more friendly and suitable to help its learning experience. The activities of discussion and group work with the methods of cooperative learning also allow weaker students to make progress in the discipline. Autonomy and individual responsibility are also favoured in the online help desk: the student chooses the topic of every learning help desk as well as the learning duration and progression of the material. Comments about usage and experience The powerful visualization tools help to capture students’ imaginations and keep them engaged, allowing their comprehension to rise exponentially. This pilot helps to improve the following key competencies and how Master model to gain time in your classroom 2014-1-ES01-KA201-004401 63 www.gaintime.eu Students play all the topics covered by the programs of the individual years of the course ; innovation consists in the use, in all classes of a specific online learning space; it allows the students to learn also in informal settings developing skills as collaboration, knowledge building & critical thinking Pilot contributed by Partner: IIS ˝B.Castelli˝ (Brescia), secondary school Country: Italy What have you learnt as teacher? The importance of personalized learning and direct instruction to the educational success What is the students’ feedback? They appreciate the opportunity to work in collaboration with the teacher , you can use modern technologies for learning; the new habit of sharing digital notes also in class as historic memory born from the creation of knowledge to share through social network was emphasized by the portability and use of smartphone where this knowledge is really available and readable at anytime and anywhere What have your students learnt? The students are in charge of their own learning process through tools and devices chosen by themselves; this methodological approach help them to learn better what they are expected to know of the annual program of mathematics and what they should know to pass the final exam. Best Practice II Name of the pilot and link (source) Flippeando la balanza de pagos- Balance of payments http://www.theflippedclassroom.es/flippeando-la-balanza-de-pagos-24/ Purpose – what is it good for? To teach the Balance of payments using flipped methodology Duration 1-2 hours Activity Master model to gain time in your classroom 2014-1-ES01-KA201-004401 64 www.gaintime.eu The teacher sends exercises and activities to the students with a video and “Ezpuzzle” the teacher can also follow all the results of the students’ activities. The questions that the teacher uses in the video help to set up the rhythm of the students. If students watch the video first at home when they go to class they participate more and afterwards discussion can be held Master model to gain time in your classroom 2014-1-ES01-KA201-004401 65 www.gaintime.eu Method of work The teacher sends exercises and activities to the students with a video and “Ezpuzzle” the teacher can also follow all the results of the students’ activities. The questions that the teacher uses in the video help to set up the rhythm of the students. If students watch the video first at home when they go to class they participate more and afterwards discussion can be held Target group Secondary students Technology Ezpuzzle: http://www.epuzzle.info/ Materials needed Internet access , enough speed to download applications, Laptop/ipad /PC for teacher The possibility that each student has access to any of the following electronic devices: lap top, iPod, ipad, iPhone, tablet or smart phone Description of the experience The experience has been very useful to him even if he has spent quite a lot of time preparing all materials he thinks it is worth his aim has been to raise motivation and initiative among students. Comments about usage and experience Students participate much more in class. The subject becomes more interesting for them This pilot helps to improve the following key competencies and how He explains how to create an example of flipped methodology, using “Ezpuzzle” as a tool. Thanks to this motivation and autonomy increases in students Pilot contributed by Partner: STUCOM Country: Spain What have you learnt as teacher? How a simple tool can change the behaviour of the students towards the subject What is the students' feedback? Master model to gain time in your classroom 2014-1-ES01-KA201-004401 66 www.gaintime.eu When they attend the classes they show more autonomy and feel more confident so they are more motivated to take part in discussions and other activities What have your students learnt? Self- confidence, security , independence , autonomy, creativity Best Practice III Name of the pilot and link (source) Pítagoras modo Flipped _ Pythagoras http://www.theflippedclassroom.es/pitagoras-modo-flipped/ Purpose – what is it good for? To teach students Pythagoras theorem following the Flipped methodology Duration 4 hours – 2 at home , 2 in class Activity Watching videos explaining theory and history Watching videos in class, and at home Watching videos with exercises to practice A final game Method of work First students watch some videos at home about, the theorem and some examples, to add the questions in the videos; “educannon” application is used. Once the students have watched at home the go to class and the teacher spends 15 minutes asking for doubts about the videos watched and to focus on the doubts the students had. After that the students are divided in groups and play the game , the game was created using “flip quiz” Target group Students of maths, secondary school (14- 15-year-olds) Technology Computers and to download: http://www.educanon.com/and “flip quiz” http://flipquiz.me/ Materials needed Master model to gain time in your classroom 2014-1-ES01-KA201-004401 67 www.gaintime.eu Computers, internet connection, http://www.educanon.com/and “flip quiz” http://flipquiz.me/ Description of the experience Students have already watched at home what is going to be explained in class, so it is easier for them to understand the concept. They can work at their own speed, watching the times needed the videos. Afterwards they come to class ready to ask for doubts so explanations by the teacher are easier and faster. They enjoy later playing the game in teams, and there is a team work where all can help each other. The teachers spends time preparing the class but later explanations are easier and results are much better Comments about usage and experience The good academic results are worth the amount of time spent preparing the lesson and the level of motivation in students rise quite a lot, This pilot helps to improve the following key competencies and how Pythagoras theorem and history of Pythagoras Pilot contributed by Partner: STUCOM Country: Spain What have you learnt as teacher? Lessons become much more dynamic this way and motivation increases a lot. More time is needed to prepare the activity but results are worth What is the students' feedback? Motivation and good results have increased, they enjoyed the methodology What have your students learnt? Self- confidence, independence. They have seen that they can work on their own to learn mathematics with the help of media and the flipped method, Master model to gain time in your classroom 2014-1-ES01-KA201-004401 68 www.gaintime.eu Best Practice IV Name of the pilot and link (source) Semejanza de triangulos – Triangles http://matematicas11235813.luismiglesias.es/2014/03/22/la-clase-al-reves-en-matematicasmetodo-vr/ Purpose – what is it good for? To teach students to review triangle similarity using flipped methodology Duration 2 hours Activity Watching videos at home and reading the notes written by the teacher the student can clarify and review concepts learnt in class Method of work This is a review activity to clarify concepts , the student at home has the notes of the teacher in PDF format and watches a video listening to him explaining mathematic problems Target group Students of maths, secondary school (14- 17-year olds) Technology Geogebra : https://www.geogebra.org/ Movenote : https://www.movenote.com/ Materials needed Internet access, enough speed to download applications, videos, access social networks, internet, e books, etc. Laptop/ipad /PC for teacher The possibility that each student has access to any of the following electronic devices: lap top, iPod, ipad, iPhone, tablet or smart phone Description of the experience This activity is to clarify doubts when teaching in math problems in class using the flipped classroom method. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 69 www.gaintime.eu Comments about usage and experience It is very useful, the students feel the support of having a private class at home, he can then clarify any doubt he has, and he has access to the teacher’s notes too. This pilot helps to improve the following key competencies and how To help to solve problems on similarities among triangles, by using a different sort of video tutorial with and the teacher’s notes ( PDF ) Pilot contributed by Partner: STUCOM Country: Spain What have you learnt as teacher? Those students feel more confident and more relaxed and open to learn when they come back to class because they know they can have the video-note support when they review the subject. What is the students' feedback? Students feel highly motivated , mainly the ones who have more difficulties when attending to class or when solving maths problems What have your students learnt? Self- confidence, security , independence Best Practice V Name of the pilot and link (source) Trigonometric - Trigonometric functions http://sitios.itesm.mx/va/dte/cvie/apps/04_14.htm Purpose – what is it good for? To teach students : Identity and graphic function of a straight line, exponential function, an exponential function transformations, laws of logarithms, exponential and logarithmic equations, measuring an angle in degrees, measurement of an angle in radians angle and angle conterminal reference congruent and similar triangles, basic trigonometric functions, obtaining values of trigonometric functions Master model to gain time in your classroom 2014-1-ES01-KA201-004401 70 www.gaintime.eu Duration 3- 4 hours Activity Watching short videos at home presenting the subject Asking doubts in class , after watching at home Exercises in class in groups of 4 /5 Short test at the end of class to check if results are achieved Method of work First students watch a video at home. The estimated duration of each video time is between 15 and 20 minutes, a longer video seems difficult to assimilate by students. The day after watching the video, the class session begins with a clarification of doubts. As students have already seen the video, become active participants when any questions that arise. This takes a period of approximately 10 minutes. Considering that trigonometry class is 50 minutes a day, the remaining 40 minutes of class students take practice topic through a series of exercises which can be solved in pairs, in small groups of up to four people or even individually. Within the same session the assimilation of the subject is checked by a quick review of two or three questions using clickers. It takes a period of approximately 10 minutes and the statistics generated by the application of clickers give a very good idea of whether students are ready on the issue or if there are still questions to be solved. These questions are addressed individually .When the student is ready, a series of exercises that account for grading are done. They can be solved in pairs, in small groups of up to four people or even individually. Finally, to ensure individual learning, a quick test can be applied using clickers or paper is made. Target group Students of maths, secondary school (14- 17-year olds) Technology Doceri: http://doceri.com/ Educreations: https://www.educreations.com/ Quick Graph: https://itunes.apple.com/es/app/quick-graph-tu-calculadora/id292412367?mt=8 Socrative teacher. http://b.socrative.com/login/teacher/ Facebook. YouTube MindMeister : http://www.mindmeister.com/es Master model to gain time in your classroom 2014-1-ES01-KA201-004401 71 www.gaintime.eu Materials needed Classroom equipped with cannon, screen or whiteboard. Internet access, enough speed to download applications, videos, access social networks, internet, e books, etc. Laptop/ipad /PC for teacher Connection cable between the barrel and the lap top teacher Right furniture for collaborative work of students. Support staff to address technical issues of interconnection with electronic devices. The possibility that each student has access to any of the following electronic devices: lap top, iPod, ipad, iPhone, tablet or smart phone Description of the experience To teach Trigonometry is a hard tasks as the concept is not easy to understand by students, using this method , the subject becomes easier and students’ results are much better Comments about usage and experience A lot of time is required to prepare the lesson but he good academic results are worth and motivation in students rise in a great way. This pilot helps to improve the following key competencies and how Identity and graphic function of a straight line, exponential function, an exponential function transformations, laws of logarithms, exponential and logarithmic equations, measuring an angle in degrees, measurement of an angle in radians angle and angle conterminal reference congruent and similar triangles, basic trigonometric functions, obtaining values of trigonometric functions Pythagoras . By watching videos and doing the group and individual exercises. Pilot contributed by Partner: STUCOM Country: Spain What have you learnt as teacher? A method that is a real challenge but which is notably worth , What is the students' feedback? Motivation and understanding of difficult concepts and good results have increased, moreover they can use the techno devices the like most and use more. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 72 www.gaintime.eu What have your students learnt? Self- confidence, independence, self- evaluation, team group skills and Trigonometry. Best Practice VI Name of the pilot and link (source) Friday math movie - Dan Meyer: Math class needs a makeover http://www.intmath.com/blog/videos/friday-math-movie-dan-meyer-math-class-needs-a-makeover4574 Purpose – what is it good for? Many math classes (and text books) are boring, and it doesn’t have to be so. Dan Meyer points out some of the problems with the mind-numbing way math is often taught, and provides some suggestions on how to change that. Today’s math curriculum is teaching students to expect — and excel at — paint-by-numbers classwork, robbing kids of a skill more important than solving problems: formulating them. Duration in hours 2 hours a day Activity Make applications to improve the students’ motivation Method of work Mutual dialogue Target group All students Technology Social media, internet and other documents Materials needed All techological materials for students to motivation Master model to gain time in your classroom 2014-1-ES01-KA201-004401 73 www.gaintime.eu Description of the experience To prepare students psychological and to teach them the lesson study method Comments about usage and experience To prepare students psychological and to teach them the lesson study method This pilot helps to improve the following key competencies and how Teachers share their experiences with students Pilot contributed by Partner: ELAZIĞ CITY DEPARTMENT OF EDUCATION Country: TURKEY What have you learnt as teacher? Working methods to teach students and help them What is the students' feedback? Students overcome their fear, lessons better understand What have your students learnt? Students overcome their fear, lessons better understand Best Practice VII Name of the pilot and link (source) Mathematics R1 (advanced level), functions To differentiate functions Campus Inkrement http://campus.inkrement.no , videos in chapter 8 Purpose – what is it good for? It is a tool designed especially for flipped classroom in mathematics. The students watch the videos at home, and the students learn the theory at home. In class they get more time to do exercises and tasks. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 74 www.gaintime.eu Duration 5 weeks (about 25 lessons) for the entire course in differentiating functions + final test Activity Video lessons and interactive control tasks after each video. Video lessons with examples. Working with exercises and tasks in class. Evaluation. Test Method of work All theory is being taught by videos recorded by another math teacher. There are videos for the entire curriculum, but here chapter 8 is explained. Chapter 8: “Differentiating of functions” is divided in 9 video lessons. The students get a plan where they can see which video they have to watch to be prepared for the next class. After each video there are some interactive control tasks, so the students can see if they have understood the theory. Campus Inkrement (R1) is especially designed for flipped classroom. There are teaching videos about how flipped classroom works. The teacher can register the pupils and follow their progression during the term. The teacher can also make his own teaching systems with a tool that is included in Campus Inkrement. The teacher can also receive reports about the progress of his pupils. Target group Students of maths, advanced level, in upper secondary school (17-years olds). Technology Computers, internet connection Materials needed Computers, internet connection, exercises (in textbooks and online) Description of the experience I have used this method and these videos in my group of students in advanced mathematics. My pupils have watched videos since the start of last term. They are very satisfied, and now they don`t want to listen to me explaining theory from the blackboard. They save time by focusing on doing exercises in class. They can rewind the videos if the topic is difficult, and it is easier to catch up if the students have been absent from class. Comments about usage and experience Master model to gain time in your classroom 2014-1-ES01-KA201-004401 75 www.gaintime.eu This is a great tool and it`s been very helpful for me and the pupils this year. The lecturer explains all the theory very well, and he also uses Geogebra in a very skilful way to explain mathematics. So this is easy and saves the teacher a lot of time also. This pilot helps to improve the following key competencies and how Knowledge of how to differentiate functions in advanced mathematics. The aims of the studies are to enable pupils to - model practical situations by converting the problem to a differential equation, solving it and interpreting the result - solve the first order linear and separable differential equations by calculation and give an account of some important areas of application - solve homogenous second order differential equations and use Newton’s second law to describe free oscillations by periodic functions - solve differential equations and draw vector diagrams and integral curves, and interpret them using digital tools Pilot contributed by Partner: Gausdal videregående skole – Pierre de Coubertin Country: Norway What have you learnt as teacher? We have gained a lot of time to do tasks in the class room. The pupils are satisfied with the videos, because they can use the stop-button and rewind if they don`t understand the first time they watch it. It is important that the lecturer in the video is interesting to listen to, and that there is some technology in the videos. In these videos we see a small window where the lecturer is talking, and what we see in addition to this is the screen on his computer when he is working on for example geogebra or maxima. I think the videos would be less interesting if they only contained a teacher solving mathematical problems on the blackboard. What is the students' feedback? They are mostly satisfied with using these videos. Some are very satisfied, and others are medium satisfied. A few of them find it hard to remember to watch the videos at home, and therefore they are unprepared for the tasks we do at school. But they don’t want to listen to their teacher explaining a lot of theory. What have your students learnt? My students get good grades in advanced mathematics, and they have the possibility to watch the theory of the chapter explained in detail, again and again. They don`t get bored listening to me, and everybody can do their homework. They don`t need help to do the tasks at home, because their homework is to watch some videos. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 76 www.gaintime.eu Best Practice VIII Name of the pilot and link (source) Mathematics R1 (advanced level),Geometry https://sites.google.com/site/bjvmatematikkr1/geometri Purpose – what is it good for? By watching the videos at home the students will get the necessary knowledge of geometry and how to use that knowledge in practice, and they will get more time in class to do exercises and tasks under the guidance of their teacher. Duration 5 weeks (about 25 lessons)for the entire course in geometry + final test Activity Watching videos explaining theory and formulas. Watching videos on exercises. Working with exercises and tasks in class. Evaluation. Test. Method of work Basically, all theory (incl. an introduction to/repitition of geometry) is being taught by videos recorded by the maths teacher. The teacher has divided geometry into 9 sections/subtopics, and the students focus on two every week. The maths teacher also records videos on how to do exercises. Most of the lessons in school will be used to do exercises under the guidance of the maths teacher. Students work together in pairs/small groups or individually. Target group Students of maths, advanced level, in upper secondary school (17-year-olds) Technology Computers, http://www.screencast-o-matic.com/ Master model to gain time in your classroom 2014-1-ES01-KA201-004401 77 www.gaintime.eu Materials needed Computers, internet connection, exercises (in textbooks and online) Description of the experience Gained time: Students can focus on doing exercises in class, and the teacher gets more time to help them. Students who need help, and are waiting for the teacher, can watch the videos one more time while waiting. Students can stop and rewind the videos whenever they need to and watch again what they think is difficult. Students who have been absent from a class or two can more easily catch up with the others than in an "unflipped classroom". Both students and teachers have fun doing geometry this way, according to the maths teacher and the feedback she has got from her students. Comments about usage and experience The maths teacher is on the whole very satisfied, but points out that making the videos is quite timeconsuming, especially when you do it for the first time. This pilot helps to improve the following key competencies and how Knowledge of geometry in advanced level classes Students and teacher get more time together to work with exercises, rather than spending most of the time in class on theory. The teacher can more easily help all the students, not only a few of them. It is easier to help both clever and not so clever students. Competence aims: Use lines and circles as geometric loci together with congruence and the inscribed angle theorem in geometrical analysis and calculations • execute and analyse constructions defined by straight lines, triangles and circles in the plane, with and without the use of dynamic software • derive and apply the intersection theorems for the heights, angle bisectors, perpendicular bisectors and medians in a triangle • give an account of different proofs for Pythagoras’ equation, in terms of cultural history as well as mathematics • visualize vectors in the plane, both geometrically as arrows and analytically in co-ordinate form • calculate and analyse lengths and angles to determine the parallelity and orthogonality by combining arithmetical rules for vectors Master model to gain time in your classroom 2014-1-ES01-KA201-004401 78 www.gaintime.eu Pilot contributed by Partner: Gausdal videregående skole, Pierre de Coubertin Country: Norway What have you learnt as teacher? Flipped classroom gives "quality time" with the students; instead of "feeding" them with theory, you can help them use the theory to do exercises and tasks, that is, using maths the way they are expected to at the final exams. What is the students' feedback? Students are more easily motivated to learn if they can use computers and videos, and they appreciate getting more direct help by their teacher. What have your students learnt? Students have learnt what they should know to pass the final exams and what they are expected to know according to the syllabus of mathematics, A-levels. Best Practice IX Name of the pilot and link (source) Mathematics 2P To understand modelling of functions http://lektorjakobsen.no/2P/005_Modellering_funksjoner Purpose – what is it good for? It is a tool designed for flipped classroom in mathematics. The students watch the videos at home, and the students learn the theory at home. In class they get more time to do exercises and tasks. Duration 7 weeks (about 25 lessons) for the entire theme in modelling of functions + final test Master model to gain time in your classroom 2014-1-ES01-KA201-004401 79 www.gaintime.eu Activity Video lessons. Working with exercises and tasks in class. Evaluation. Test Method of work All theory is being taught by videos recorded by another math teacher. There are videos for the entire curriculum, but here the modelling of functions is explained. The chapter is divided in several short videos. The students get a plan where they can see which video they have to watch to be prepared for the next class. Target group Students of maths in upper secondary school (17-years olds) who choose "practical math" Technology Computers, internet connection Materials needed Computers, internet connection, exercise in textbooks. Description of the experience The students save time by focusing on doing exercises in class, instead of listening to time-consuming theory explained by the teacher in class. They can rewind the videos if the topic is difficult, and it is easier to catch up if the students have been absent from class. Comments about usage and experience This is a good tool to help explain the theory of maths to the students. The students like watching videos instead of listening to their teacher. This pilot helps to improve the following key competencies and how Knowledge of how to make mathematical models Modelling The aims of the studies are to enable pupils to make measurements in practical experiments and formulate mathematical models based on the observed data analyse practical problems related to daily life, economy, statistics and geometry, find patterns and structures in different situations and describe relationships with help from mathematical models Master model to gain time in your classroom 2014-1-ES01-KA201-004401 80 www.gaintime.eu explore mathematical models, compare different models that describe the same practical situation, evaluate the kinds of information the models can provide and what areas of validity and limitations they have use digital tools for exploration, model building and presentations Functions in practice The aims of the studies are to enable pupils to use digital aids to investigate combinations of polynomial functions, rational functions, exponential functions and power functions that describe practical situations by determining zero, minimum or maximum and gradient, average rate of change, and approximate values for instantaneous rates of change use functions to model and discuss and analyse practical relationships Pilot contributed by Partner: Gausdal videregående skole – Pierre de Coubertin Country: Norway What have you learnt as teacher? We gain a lot of time to do tasks in the class room. The pupils are satisfied with the videos, because they can use the stop-button and rewind if they don`t understand the video. What is the students' feedback? They are mostly satisfied with using these videos. Some are very satisfied, and others are medium satisfied. A few of them find it hard to remember to watch the videos at home, and therefore they are unprepared for the tasks we do at school. What have your students learnt? The students have learnt how to model functions. They have the possibility to watch the theory of the chapter explained in detail, again and again. They don`t get bored listening to the teacher and everybody can do their homework. They don`t need help to do the tasks at home, because their homework is to watch some videos. Best Practice X Name of the pilot and link (source) Pattern problem solving tasks as a mean to foster Creativity in mathematics Isabel Vale, Teresa Pimentel, Isabel Cabrita, Ana Barbosa , Lina Fonseca Polytechnic Institute of Viana does Castelo, University of Aveiro. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 81 www.gaintime.eu http://www.academia.edu/6334184/PATTERN_PROBLEM_SOLVING_TASKS_AS_A_MEAN_TO_ FOSTER_CREATIVITY_IN_MATHEMATICS Purpose – what is it good for? This practice contributes to the development of mathematical ability and creativity for all students. Duration 1 semester Activity The activity is to examine, through some classroom episodes, the contribution of pattern tasks to promote creative solutions for students. Method of work In this case, a qualitative exploratory approach will be used with elementary pre-service teachers, in order to understand in what way a didactical experience through challenging tasks, grounded on figural pattern problems, is a suitable context for promoting creativity in students’ solutions, particularly in getting creative ways of expression. Target group This activity was targeted to a mathematics class attending the 3rd academic year. Technology Presented by digital documents. Materials needed The data collected in a holistic, descriptive and interpretive way that includes classroom observations, notes and documents (e.g. Worksheets, tests, individual works). Description of the experience This experience was based on three pattern tasks that required producing various and different responses. E.G. This type of task requires students to see the arrangement in different ways, connecting previous knowledge about numbers, relationships and their connections with basic geometric concepts. There are different ways to count the arrangement of the shells and each calculation can be written through a numerical expression that translates what the students are thinking and seeing. The next figure illustrates the summary of the most common resolutions, with the expressions corresponding to each way of “seeing”. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 82 www.gaintime.eu These expressions can be verbalized as the following: “I see the shells in horizontal rows each one with 4, 4, 6, 6, 6, 4 and 4 shells” or “One rectangle with 2 and 4, another rectangle with 2 and 6, another with 2 and 6 and a last one with 2 and 4” or “I see ten squares of 2 and 2”. It is important that teachers allow students to discover that each expression illustrates one way of seeing but they are all equivalent and correspond to the same number of shells, 40. The following picture illustrates the most original responses. The expectations of students’ creativity in this task lay in the different original ways of seeing/counting the number of shells. It is intended that students look for a pattern in a figurative sequence, describe it, and produce arguments to validate it using different representations. Comments about usage and experience In this experience, the creativity is a field that we are just starting to explore but this allowed us to experience the construction of some tasks that, in addition to the mathematical concepts and processes they involve, mainly generalization, allow students multiple solutions. However the major difficulty found was how to measure creativity. This pilot helps to improve the following key competencies and how In the work of counting tasks in figurative settings, it can be a particularly good way to develop skills of seeing (identification, decomposition, rearrangement) to promote similar processes in increasing pattern tasks. Pilot contributed by Partner: ISCAP/IPP Country: Portugal What have you learnt as teacher? This activity should be used in classes in order to develop student’s creativity. Challenging tasks usually require creative thinking and our recent work in a project about patterns in the teaching and learning of Mathematics showed that patterns can contribute to the development of mathematical ability and creativity of students. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 83 www.gaintime.eu Nonetheless, students need to be encouraged to seek unusual and original responses, since this strategy represents a way to get solutions to difficult problems or a path to creative solutions. The most successful problem solver is the individual who can apply diverse approaches. It is important that future teachers become themselves creative thinkers and they must be aware to act in the same way with their own students. They need to recognize that both flexibility and originality encourage divergent thinking, which promotes higher-level It is possible to notice that what students learn is greatly influenced by the tasks they are given. What is the students’ feedback? As a matter of fact the students were actively involved in the activity. They developed an increasing mathematical ability that allows them to solve the different problems they face inside and outside school. What have your students learnt? This experience allowed the students to develop creative approaches to solve any problems and think independently and critically. Best Practice XI Name of the pilot and link (source) Let’s count http://flipmath.zohosites.com/ Purpose – what is it good for? This practice is a model of inverted training in Mathematics. It will help students to know with polynumbers and decimal positional system. To read, write and compare properly poly-numbers and easier to remember the names of the classes. Duration 5 weeks/ 11 lessons Activity Students are instructed by the teacher how to use resources organized. Their homework is to watch the videos and compare their contents with the contents of textbooks in mathematics. They check whether properly mastered knowledge by solving proposed by the teacher online tests and tasks. As a feedback is used chat that is available in the program content. Method of work Master model to gain time in your classroom 2014-1-ES01-KA201-004401 84 www.gaintime.eu The work is divided into weeks that meet the thematic distribution of educational content. Students acquire new knowledge at home; solve tests and tasks assigned by the teacher. Through them they can independently make their self-assessment and identify things that hamper it. In classes, students ask questions to the teacher on the content, which is difficult for them. Teacher support better management of educational content through further clarification tasks of various types, entertaining and practical problems. It allows for additional interesting information. Target group Students in 4/5 grade, 11/12 year old Technology Internet connection and computer at home Multimedia projector Laptop Materials needed Appropriate web environment, site / blog of the teacher, video lesson presentation. Using lessons from the site "Ucha.se" games and tasks made with Learningapps.org, j2e.com, zoho.com Description of the experience This practice of inverted education for teaching mathematics is designed to help students more easily remember the way of formation of poly-numbers, reading of numbers in decimal positional system and their writing. The program provides viewing of explanatory videos of the students as homework. Working with abacus, problem solving and games. In the classroom teacher checks the learning through additional tasks of various type. He has more time to analyse the degree of learning by students and focus their efforts on problem areas. Comments about usage and experience The teacher is required to properly distribute educational content. To select relevant tasks, games and activities to stimulate learning and to make the process of absorption of the concepts easier to understand. The teacher is favoured since all the lessons from this section of the educational content are filmed in Ucha.se. The only difficulty is enough selection of quality games and activities on the Internet, and the creation of online tests and quizzes to check and self-knowledge. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 85 www.gaintime.eu This pilot helps to improve the following key competencies and how 1. Knows the names of the numbers above 1000 can store them in the line of natural numbers and may move from one record to another. 2. Able to count: - Consecutive using ordinal numerals names; - By tens, hundreds, thousands, etc. 3. Know the link between the lines in record numbers in decimal positional notation system. 4. Ability to present the learned numbers as the sum of units of different rows. 5. Can compare two numbers and to record matches with the character>; <; =. 6. Can order the numbers in ascending and descending order. Pilot contributed by Partner: Association “IT World BG”, Bulgaria Antoaneta Milanova, Sr. Teacher Sec. School „Pilot Hristo Toprakchiev”, Bozhurishte, Bulgaria Country: Bulgaria What have you learnt as teacher? As a teacher I learned precisely to plan and organize the learning process, to show greater demanding to educational content and information on the Internet. What is the students' feedback? Students said that this type of training they like, since they can repeatedly watch instructional videos and to test their knowledge. This made them more responsible and critical about themselves. Taught them better analyse their opportunities. Gave them an opportunity to pre-identify areas of difficulty and then into class to get better support from the teacher and their classmates, thus their gaps are being drastically reduced. What have your students learnt? To become independent learners, can be self-reflective, to ask the right questions and accurate. My students learned the way of formation, reading, writing and comparing the poly-numbers. They received additional information on the number of systems in mathematics and usage. Learned more about the history of numbers and can now calmly and consciously switch to mastering arithmetic operations. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 86 www.gaintime.eu Best Practice XII Name of the pilot and link (source) Construction and integration of digital format content in the field of Mathematics - a pedagogical experience Berta Simão, 2013 Middle school Dr. Ginestal Machado http://revistas.ua.pt/index.php/ID/article/view/2418/2289 Purpose – what is it good for? This activity consists in the creation of educational software, which would not have much impact on student learning if it had not been supported by Geogebra. The construction of this digital resource intended to contribute to the achievement of objectives: 1. 2. 3. 4. 5. 6. to lead the students to create their own knowledge; to get the learner to describe the cube intersection for a given plan and hold the know how to build and draw a representation of the obtained intersection; to develop learner specific geometry and soft skills; to help overcome the difficulty stated by many students concerning spatial visualization; to motivate students to learn mathematics; To provide collaborative learning space. Duration 1 year. Activity This activity develops software to help the students improve viewing and representation skills, through figures that are necessary for the study of other Mathematics subjects. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 87 www.gaintime.eu This software was linked to other geometry contents contained in curricular plans of elementary education, such as: ways to define a plan, criteria of parallelism and perpendicularity of straight lines and plans to calculate perimeters and volumes. Method of work The method used for this study was developed in the classroom focusing on a quality evaluation of a particular situation and thus exploring the software: Determined Sections in a Cube by means of a Plan. The gathering of data was performed by means of questionnaires, half-structured interviews, reports and formative evaluation worksheets. Target group The target group was 10th grade of a Portuguese school. Technology The technology used was GeoGebra because of this software's advantages: to promote the use of tools that are intuitive and allow mark dots, draw straight lines, parallel lines and/or perpendicular and, it is available on the Web to download for free and thus is easily accessed by the public. https://tube.geogebra.org/ Materials needed This activity consists in the application of a digital support in the mathematics class, so the material required is the computer. Description of the experience The activity is developed through the use of a digital support in the classroom, applied in a 10 th-grade class, creating an interaction between new and old information. The collection of data was prepared through a qualitative research, using the questionnaires, semistructured interviews, reports and formative evaluation forms. Comments about usage and experience Master model to gain time in your classroom 2014-1-ES01-KA201-004401 88 www.gaintime.eu The goal of this activity is to increase the meaningful learning of programmatic content and, at the same time, develop necessary skills for life, such as, work in a group, good judgement and learning skills. Another goal is to enhance the subject, motivating the students. This motivation exists because the computer is a tool that creates social learning dynamics. The students were the creators of their own knowledge and the use of this software allowed the knowledge to reach all students in the class. This pilot helps to improve the following key competencies and how The purpose of this experiment is based on distinct goals, such as: 1. 2. 3. 4. 5. 6. the students were the builders of their own knowledge; the students put an intersection cube for a given plan, build and draw a representation of the obtained intersection; develop specific geometry and transversal skills; help overcome difficulties concerning spatial visualization felt by many students; motivate the student to learn mathematics; Provide a collaborative learning space, learning concept and use the method: "perspectiva cavaleira". Pilot contributed by Partner: ISCAP/IPP Country: Portugal What have you learned as a teacher? According to the results, we may conclude that this educational software had a great impact on the students in what regards the process of learning the previously mentioned subject, therefore acquiring geometrical competences. It is worth mentioning that these students went through a new experience in the classroom, being encouraged to acquire and share ideas both with their classmates and their teacher, which contributed a lot to the importance of Mathematics. What is the students’ feedback? The students' opinions were divided in: 50% of students answered "partially agree"; 50% "totally agree" and no student disagreed on the positive influence of this activity in the construction of their knowledge. What have your students learned? The use of this software contributed for a focused training and enabled the study of geometry. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 89 www.gaintime.eu It also promoted many skills such as: spatial visualization, critical thinking, responsibility and solidarity that contributed to their personal growth. Best Practice XIII Name of the pilot and link (source) K-2 math https://www.khanacademy.org/partner-content/coach-res/k12-classrooms Purpose – what is it good for? Learn mathematics at their own pace, Master mathematics skills that are challenging and appropriate for their level, Reinforce mathematics and prior skills. Duration A school year. Activity Mathematics exercises. Method of work Use hints and videos immediately when they need help, earn points and badges, and unlock fun avatars as an added motivation. Target group Grade-school students. Technology Website of the project. Materials needed Computer with Internet. Description of the experience Each student receives a custom learning dashboard that lets them practice skills based on their level and teacher’s assignments. Students can see how they’re doing and also receive fun rewards along the way like badges and points. Everyone works toward mastery at their own pace, so no one gets left behind and no one gets bored. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 90 www.gaintime.eu Comments about usage and experience The adaptive character and the ease and fun of learning. This pilot helps to improve the following key competencies and how Mathematics and independent learning: they can skip ahead if they understand something and don't need to spend time on something they already understand. Pilot contributed by Partner: Institutions like NASA, The Museum of Modern Art, The California Academy of Sciences and MIT. Country: UK. What have you learnt as teacher? Students can learn at their place. What is the students’ feedback? They like mathematics better and change their (bad) attitude towards it. What have your students learnt? Mathematics on their own without the help of a teacher. Best Practice XIV Name of the pilot and link (source) Flipped learning using ‘hegarty maths’ and peer-to-peer learning in class http://www.nesta.org.uk/sites/default/files/flipped_learning_-_research_report_0.pdf Purpose – what is it good for? Learning mathematics with ease and fun. Duration 3-8 minute videos and 1 h practical lectures. Activity Master model to gain time in your classroom 2014-1-ES01-KA201-004401 91 www.gaintime.eu Not special activities, but watching videos in preparation for lessons and group support for classroom activities. Method of work Visual learning strategy and cooperative work. Target group 13-14 middle ability students. Technology Website of the project. Materials needed Computer with Internet. Description of the experience During a topic on ratios, students were set homework to watch videos in preparation for lessons. Some students did not complete the homework and needed support from the teacher and from other students in class to catch-up on the information they had missed. However, the majority of students came into the classroom and ‘hit the ground running’ because they had watched the videos and were able to progress through the lesson plan of worksheets more quickly. Comments about usage and experience The website is easy to use, the videos are enjoyable and the students can help one another. This pilot helps to improve the following key competencies and how Mathematics, as the videos and exercises are directed that way, and peer cooperation, as they have to work in groups in the classrooms, enriching the others this way. Pilot contributed by Partner: https://hegartymaths.com/ Country: England What have you learnt as teacher? The flipped learning approach helped to develop independent study skills where students engaged with the preliminary homework. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 92 www.gaintime.eu What is the students’ feedback? They could hear different explanations and enjoyed working in groups and explaining concepts to each other, which deepened their understanding. What have your students learnt? Mathematics, monitoring their own learning process, helping their classmates and working in groups. Best Practice XV Name of the pilot and link (source) Higher education math https://www.khanacademy.org/partner-content/coach-res/higher-ed Purpose – what is it good for? Create a personalized learning resource -learning anywhere not getting bored, as it’s addapted to anyone skills and knowledge. Topics: Algebra I , Algebra II, Calculus (Differential, Integral, equations, Linear algebra, and Probability & statistics. and Multivariable), Differential Duration The time students need to achieve the knowledge they need. Activity Math videos and exercises. Method of work The website provides a range of problems and exercises for students to complete to practise and develop their learning of concepts. These exercises are delivered using an ‘adaptive’ approach, which responds to students’ performance and alters the questions delivered based on their previous answers. The system also records and tracks students’ activities and performance to provide information for teachers on what they are doing and how well they are progressing. Every problem has interactive hints, step-by-step solutions, and videos, so students can get extra help when they need it. Target group College students who have gaps in knowledge can struggle in math, especially within courses that build on previous learning and on placement exams . These students need relevant, high-quality resources that can be accessible at any time. Technology Master model to gain time in your classroom 2014-1-ES01-KA201-004401 93 www.gaintime.eu Website of the project. Materials needed Computer and Internet. Description of the experience Each student receives a custom learning dashboard that lets them practice skills based on their level and teacher’s assignments. Students can see how they’re doing and also receive fun rewards along the way like badges and points. Everyone works toward mastery at their own pace, so no one gets left behind and no one gets bored. Comments about usage and experience The adaptive character and the ease and fun of learning. This pilot helps to improve the following key competencies and how Self-learning and math, by relevant, high-quality resources in the website, and by motivation through ‘missions’ and free tutors. Pilot contributed by Partner: Institutions like NASA, The Museum of Modern Art, The California Academy of Sciences and MIT. Country: UK What have you learnt as teacher? -Explore gaps in students’ understanding of key concepts. -Identify students who are struggling with a specific topic or concept. -Diagnose learning challenges. What is the students’ feedback? 71 percent of students reported that they liked using Khan Academy and 32 percent said they “liked math better”. What have your students learnt? Maths on their own without the help of a teacher. Best Practice XVI Name of the project Master model to gain time in your classroom 2014-1-ES01-KA201-004401 94 www.gaintime.eu Flipping the Classroom for Students with Special Needs. http://www.flippedclassroomworkshop.com/ http://www.inov8-ed.com/2013/02/flipping-the-classroom-for-students-with-specialneeds/ Purpose – what is it good for? “Do things differently” (such as using interactive screencasting for delivering content to students that they can pause and replay) and “do different things”, such as using interactive screencasting for visual support and multi-modality learning and then focus classroom time on social skills training. Duration As the teacher decides. Activity Math problem solving and financial literacy. Method of work -Outside of the classroom only (content curation and interactive screencasting) -Inside and outside the classroom (screensharing, interactive polling). -Inside the classroom (digital storytelling, blogging/microblogging, concept mapping). Target group K12 and high-school students with special needs. Technology Internet. Materials needed Computer with Internet. Description of the experience For the students with learning challenges, this is the cat’s meow. As special educators, this is a wonderful strategy to help general education teachers explore. When our normal approach has more of an approach to lecture/provide the lesson at school and the project at home. In the flipped classroom, the teacher is more of a facilitator. Comments about usage and experience Master model to gain time in your classroom 2014-1-ES01-KA201-004401 95 www.gaintime.eu Rather than instruct students throughout the school day and expect them to put the material into practice in the form of homework, have them do the practical, hands-on work at school, under teachers’ supervision and at their own pace. Then, have them pick up the concepts by watching videotaped lectures at home. This pilot helps to improve the following key competencies and how Problem solving and financial literacy through many technological devices and by turning the teacher into an assistant. Pilot contributed by Partner: Inov8 Country: UK What have you learnt as teacher? The teacher is more a facilitator. What is the students’ feedback? It uses time differently and more effectively, in ways that can profoundly benefit all learners, including students with learning disabilities What have your students learnt? Problem solving and financial literacy. Best Practice XVI Name of the pilot and link (source) Turning block-taught learning upside down https://www.dur.ac.uk/business/executive-education/customprogrammes/corporate-mba/flipped-classroom/ Purpose – what is it good for? Learning business at university through a flipped methodology, using the time in the lectures for other activities rather than learning theory. Duration Master model to gain time in your classroom 2014-1-ES01-KA201-004401 96 www.gaintime.eu Sporadic activities during the MBA studies. Activity Different activities involving watching videos in advanced and working in groups, doing simulations and analysis, among others, in the lectures. Method of work Provide students with online lectures in advance. These introduce key tools and concepts so that students are ahead of the game when they arrive at class. This means they are in a position to practice applying those tools and concepts, rather than spending valuable classroom time learning them. With classroom time freed up for more experiential learning, group activities, simulations and analysis, our faculty can act as ‘learning coaches’, rather than standing on stage delivering lectures. Target group MBA students. Technology Internet to watch the videos. Materials needed Computer with Internet. Description of the experience We are committed to the technique which we believe is more practical and grounded for the typical MBA student. We are also convinced that it leads to deeper learning and enhanced student performance. Comments about usage and experience The ‘flipped classroom’ technique is at the cutting edge of teaching practice around the world. The idea is to prime students before they attend classes. This means that precious classroom time can be put to the best possible use. This pilot helps to improve the following key competencies and how Deeper business knowledge. Pilot contributed by Partner: Durham University – Bussiness School. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 97 www.gaintime.eu Country: UK What have you learnt as teacher? It is more practical and grounded for the typical MBA student, and it leads to deeper learning and enhanced student performance. What is the students’ feedback? Positive, as they can make the most of the classroom time and learn deeper. What have your students learnt? This gives students the maximum benefit of their skills and practical experience. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 98 www.gaintime.eu MOTHER TONGUE, LITERATURE, GRAMMAR BEST PRACTICES COLLECTION: "CREATIVE CLASSROOM" Best Practice I Name of the pilot and link (source) USR Rome – Lazio Video documentation Purpose – what is it good for? The activity allowed students to rework in a creative and personal way the contents learnt during the lessons dedicated to the reading and the analysis of Alessandro Manzoni's novel "I Promessi sposi". Duration Two workshop sessions (5 and 3 hours) Activity Creating collage from phrases taken from the reading of Alessandro Manzoni’s novel “I Promessi sposi” Method of work Guided discussion, circle time, observation and self-evaluation Target group 15-16 Technology Smart board (if needed) Materials needed Scraps of newspapers and magazines, cardboards, scissors, glue, markers Description of the experience Students were invited to write down significative phrases and passages of the novel on their significant notebook; they had also to cut out images from newspapers and magazines that have hit their imagination. In the first lab session, lasting five hours, pupils are required to choose only two sentences among those selected, to look carefully at pictures set aside over the months and try to compose them in collage on coloured card: the goal was to translate visually the content of the sentences. The teacher, after giving deliveries, observed the students during the course of work; while remaining available to clarify any doubts or help overcome difficult moments but not involved in the creative Master model to gain time in your classroom 2014-1-ES01-KA201-004401 99 www.gaintime.eu process of the students. The fundamental aim of this workshop activity was indeed to encourage the process of learning through a metacognitive approach, not rational but emotional, to the subject content thanks to inner resonance, associations, personal experience and desires. In this conception, the manipulative-sensory experience, typical of artistic production, plays a central role in key developmental and hand - so Maria Montessori - can be considered a sort of "prosthesis" of the mind. Cutting out, trying to compose images, in a climate that promotes serenity and concentration, allows students to improve the skills of observation, memory and imagination that strengthen their critical thinking and problem solving. The realization of a final product, a result of their efforts, also allows an instant gratification that enhances self-esteem and motivation. In the second workshop, lasting three hours, organized as circle-time, students described their companions the work done and they discussed all the issues raised. Comments about usage and experience It’s very important that the teacher carries out a systematic observation of what happens during the proposed activities, and returns it in the group discussion, in order to evaluate both aspects related to learning but also to the creative processes. This pilot helps to improve the following key competencies and how Concentration and reflection in individual work Speaking, listening, discussing Capacity for analysis and synthesis Ability to understand and use several languages Pilot contributed by Partner: ITA “E. Sereni” – Roma Country: Italy What have you learnt as teacher? Use appropriate tools for the assessment of concept maps of pupils Schedule work time and setting functional activity proposed Consolidate the role of the group leader using specific interventions to motivate students and assist them in problem-solving Enhance and promote education and training paths able to leave plenty of room for creativity and imagination What is the students' feedback? They liked : - Having learned to make and use autonomously a tool that helps them in the study - Group work in a serene environment Master model to gain time in your classroom 2014-1-ES01-KA201-004401 100 www.gaintime.eu - Informal setting - Creative works with the images What have your students learnt? - Use different expressive languages Interact positively with others Work for the execution of a specific task, thus promoting the growth of self-esteem and perception of self-efficacy Respect the deliveries received Importance of silence and concentration Importance of the imagination in the learning process Name of the pilot and link (source) Angeli e Demoni nei Monti Sibillini I.C. Amandola (FM) Italy http://www.icamandola.it/Gold/introduzione-1.html Purpose – what is it good for? Reading and appreciate the classics of Italian literature Reflecting on the changes of Italian language Improving usage in different communicative situations Knowledge of the different languages (video, music, drawing) in an interdisciplinary view Knowledge of the local territory through the literary references of classics (Dante “La Divina Commedia) Duration From November 2007 to March 2008 Activity Realization of a short movie in which some passages of the Divina Commedia are set on the Monti Sibillini that for their characteristics can recreate the otherworldly Kingdoms described by the author Method of work Cooperative learning Problem Solving Master model to gain time in your classroom 2014-1-ES01-KA201-004401 101 www.gaintime.eu Target group Student of the secondary low level school 12 years old Technology Camera – Videocamera Specific software for shooting and film making PC Materials needed Bibliography Pencils and colours Costumes Cinema accessories Audio CD (Marco Frisina works) Description of the experience The experience has been divided into three phases. I. II. III. Reading, guided analysis and thorough examination of selected passages of the text. Here students listened to recorded and alive passages performed by professional actors. Excursions on the Sibillini Mounts to find the settings and realization of costumes Screen adaptation, storyboard, shooting and post production activities for the realization of the short film. Comments about usage and experience The realization of this work let the students to expertise the fusion different of the multidisciplinary and multimedia languages. In particular the musical research. This pilot helps to improve the following key competencies and how Text reading and comprehension Text analysis Discussion on the text and personal critical reflection Understanding the artistic value in the context where it was written and nowadays. Pilot contributed by Partner: Guides of the Parco Nazionale dei Monti Sibillini Master model to gain time in your classroom 2014-1-ES01-KA201-004401 102 www.gaintime.eu CAI - sez. di Amandola (FM) Technicians of the “Consorzio del Tennacola” Country: Italy (Marche region) What have you learnt as teacher? Organization of the work and the realization of a final product in an informal learning context. What is the students’ feedback? Totally positive What have your students learnt? They approached la realization of a product with a suitable language of young people that facilitated the study of a really complex text like the Divina Commedia. So they appreciated the richness of the language and the style very close to a shooting script Best Practice III Name of the pilot and link (source) Literatura Medieval- Middle age Literarure_ http://albordedelalengua.blogspot.com.es/2014/03/flipped-classroom-literatura-medieval.html Purpose – what is it good for? To teach Literature to Secondary students with the help of Flipped methodology to reach their interest in a subject that is not very appealing to them Duration It is planned for teaching a unit, Literature in the Middle Ages : 5 hours Activity Creation of Videos , Mind Maps , Tests , Google , Drive and other tools to research and to present Literature in the Middle Ages Method of work Students and teachers work together when preparing Literature in the Middle Ages; they create tests, present videos, mind maps and share and discuss all the information among the target group. At the end students take part in a contest with their classmates to prepare and to answer the questions the Master model to gain time in your classroom 2014-1-ES01-KA201-004401 103 www.gaintime.eu other students have prepared about the subject. They also need to listen to some records that have been recorded by the teacher. Target group Students of secondary School ( 16 years old) Technology Google Drive Windows Live Movie Maker YouTube, Prezi, Power-point Materials needed Access to Google Drive Windows Live Movie Maker YouTube, Prezi, Power-point Description of the experience Medieval Literature is a compulsory subject in Spain for Secondary students , many of them are not motivated to learn about it so the author developed a new way of teaching it by the use of different resources used in Flipped Classrooms methodology and applied it to the teaching of Literature Comments about usage and experience Marks were higher, motivation rose a lot and students shared their experiences with their classmates This pilot helps to improve the following key competencies and how Knowledge of Literature in the Middle Ages and IT skills Pilot contributed by Partner: Stucom Country: Spain What have you learnt as teacher? A methodology that can be hard to use at the beginning because you have to invest more time to prepare the subject but that later it is worth as motivation and results improve a lot Master model to gain time in your classroom 2014-1-ES01-KA201-004401 104 www.gaintime.eu What is the students' feedback? Never had they become the ‘teachers in the class’ so that was really appealing and they could use IT tools, and they love that. What have your students learnt? They have learnt how to do research and how to present using Flipped Classroom tools, so they have also learnt about creativity and new IT tools Best Practice IV Name of the pilot and link (source) Flipped Classroom: A contribution to the learning process of Camões’ poetry Gisel Pinto Teixeira, 2013 New university of Lisboa http://run.unl.pt/handle/10362/11379 Purpose – what is it good for? This practice contributes to analysing poems and to interpret texts / oral and written discourse, recognizing their different purposes and the communication situations in which they produce. In the same way, it also develops the ability to understand and interpret texts/speeches with a strong symbolic dimension. Those have several aesthetic and rhetorical effects, including literary texts, but also concerning the field of advertising and media information; Duration 1 semester Activity The flipped classroom learning approach using video and podcast in a b-learning environment. Students watch the lectures outside the classroom via videos and/ or podcasts as a homework strategy while classroom time is used for problem-solving activities, project-based learning and collaborative work applying the concepts learned at home. Method of work In this activity, we implemented a case study. In order to understand properly the case study, two search methods were used: qualitative methods, such as interviews, field notes, direct and participant observation, open question survey, and quantitative methods, such as closed question survey using Likert-type scale. With the semi-structured interviews and the open question survey, the participants were expected to reflect further on the experience and broadly expose their perceptions on that matter. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 105 www.gaintime.eu Target group This activity was intended for a 10th-grade Portuguese Literature class. Technology The presentation of this activity was made through Moodle platform, PowerPoint, audacity and camtasia (the latter may be replaced by another free screencast program, such as Screencast-oMatic) Materials needed Digital teaching tools, such as video graphic material, videos, podcast and interactive presentation, for instance, PowerPoint are used to develop the activity in the classroom. https://www.youtube.com/watch?v=t23m9r70zls&list=PLGJ6IO8Cgc_FJBr3KZyOdXTF43VQ0e8cDescription of the experience The experiment consisted of several strategies, such as the viewing of podcasts on the homework unit, collaborative work in class on the analysis of new texts and preparation of podcast. A summative evaluation was performed through questionnaires on podcasts seen at home, creative text production with autobiographical characteristics (in class), podcast production of a poem (the couple) and final test unit. Comments about usage and experience This b-learning model increases the interaction between teacher-student, placing the technology at the service of pedagogical-didactic situations such as the classroom. Moreover, it allows the development of more effective strategies of differentiation and individualization of learning. This pilot helps to improve the following key competencies and how The students went through an initial stage of adaptation to a different learning method than they were used to and it developed their sense responsibility towards self-learning; The use of watching the podcasts demanded more concentration and the development of organizational strategies such notetaking and flagging questions and doubts. This strategy proved to be effective for the development of strategies to organize texts, To develop or apply skills in ICT (TIC), to increase various communications strategically, and citizenship skills and to gain text analysis techniques. Pilot contributed by Partner: ISCAP/IPP Country: Portugal Master model to gain time in your classroom 2014-1-ES01-KA201-004401 106 www.gaintime.eu What have you learned as a teacher? The flipped classroom approach is an efficient strategy to achieve the benchmarks in a literature unit such as the study of Camões’ poetry. The use of podcasting is a major asset for revising content and promoting self-paced learning, due to the "pause" and "repetition" features, as well as its ubiquitous online availability. This activity enabled more collaborative work and activities in class without sacrificing the breadth of the curriculum; As a matter of fact, the interaction student-student and teacher-student increased, which promoted a socio-constructivist approach to learning. Therefore, the role of the teacher changed, since she became more of a tutor and guide of the students' performance, which resulted in a different way of structuring class time. The use of podcasts and the implementation of the flipped classroom method, such as researcher-teacher, gave students more responsibilities. After all, the use of the flipped classroom method enabled the development of collaborative activities in class. What is the students’ feedback? One of the disadvantages focused on the fact that students were frustrated because teachers wouldn't immediately answer their questions. Indeed the use of podcasts showed that 84% of students considered it important, although 95% of the respondents drew a conclusion that the use of this method influences their learning. Despite its relevance, 52% disagreed with the assertion that the use of podcasts is a good resource for learning new material. Only 53% of the class claimed a greater understanding of the subject when resorting to podcasts, which demonstrates some discomfort in the use of this material to learn new contents outside the classroom. The conclusion above is supported by the graph 5, but 89% claimed a greater understanding of the matter when it was explained by the teacher in classroom; 85% of the class regarded as a disadvantage the inability to hear the matter explained in other ways or words. It is also important to consider the impossibility of asking questions while viewing the topics, which was another disadvantage presented by 95% of students. This impossibility of interaction has also been found by Cannod et al (2007) when comparing the use of podcasts in flipped classroom. In face of this, 89% of the group stressed the positive contribution of hearing and viewing podcasts to a better understanding of the content, and 79% of the students concluded that its use is more effective, rather than merely reading texts. Most of the class (95%) considered podcasts a good resource to review material, and stressed the increasing improvement and motivation concerning learning strategies. However, 53% of the students considered that the task of viewing podcasts outside of the classroom lacked total motivation. Nevertheless, 84% of the class acknowledges that the use of this teaching tool raises expectations. To conclude, this tool is more effective if it is used as a teaching resource, such as homework, rather than being viewed in the classroom. Although many students weren’t particularly motivated by learning through podcasts, most of them considered it to be didactic outside school hours. What have your students learnt? This method show a digital reality of the students, adopting digital learning strategies teaching students to use them properly in interactive learning activities, while interact with teacher. The model flipped classroom was found as a strategy that allows the support more effective students who have some difficulties. Furthermore, the model of a different management behaviours classroom space and there was an increase in student-student interaction in collaborative strategies and building knowledge. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 107 www.gaintime.eu Best Practice V Name of the pilot and link (source) Bulgarian language and literature. Verb tense http://www.daskalo.com/milandnik Purpose – what is it good for? Students watch videos at home and seek to learn new knowledge. On the video lessons, the teacher teaches new knowledge as it is done in the class. This makes the transition from one environment to the other is smoother. Duration 4 weeks/ 8 lessons Activity Watching the video explains the theory and gives examples of application. After each video there is online feedback test, which students can track the extent to which they have acquired knowledge? Used is a blog platform where students can ask questions of the teacher. Method of work The theory is taught by the teacher in a video lesson. Online tests give feedback on the extent to which knowledge is absorbed. Students can practice them repeatedly and to trace their mistakes. Actual classes are used for creative tasks and case studies. Work on the development of verbal communication skills, language culture and enriching vocabulary. Used are new technologies and applications that enable creative work. Target group Students in 5-6 grade of secondary school. Technology Camera Computer with Internet connection Materials needed Computers with Internet connection, online tests, textbooks and handbooks on Bulgarian language, creative applications: GlogsterEdu, ToonDoo, etc. Description of the experience Flipped classroom allows the teacher to concentrate its efforts on the development of speech and communication skills of students to work on their language culture, vocabulary and style. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 108 www.gaintime.eu It does this by organizing discussions on cases, assigns creative tasks that students practice the acquired knowledge at home. In this way students can see scientific theory applied in different contexts. Students are assigned individual creative tasks and project team work by applying the learned language norms. Comments about usage and experience The teacher is pleased with the work, although the preparation and shooting videos is quite time consuming. This pilot helps to improve the following key competencies and how Knowledge of the verb tenses in Bulgarian language and their correct use in speech. Formation of Competences: - Understanding the importance and functions of the verb in the text; determine grammatical signs; know its conjugation. -use correctly and appropriate basic verb tenses (present, past tense, past imperfect, future). - Understand and use the basic transmission and use of the present tense (present instead of the past, present instead of the future). Pilot contributed by Partner: Association “IT World BG”, Bulgaria Sec. School „Pilot Hristo Toprakchiev”, Bozhurishte, Bulgaria Country: Bulgaria What have you learnt as teacher? Mirror classroom provides an opportunity to focus on the creative development of students. The teacher can focus their attention on the enrichment of vocabulary, to work on the style of the language and thus achieve better results. The theory is videotaped lessons that students can watch at any time when they need to review it. What is the students' feedback? Students are less stressed because they can solve online tests repeatedly and thus feel more confident in their knowledge. What have your students learnt? Students have learned defined in the curriculum knowledge. They feel secure because they are prepared to deal with different types of tasks. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 109 www.gaintime.eu Best Practice VI Name of the pilot and link (source) Interactive poster http://classplus.blogspot.com/2014/07/blog-post_1673.html http://classplus.blogspot.com/2014/08/blog-post_27.html http://classplus.blogspot.com/2014/09/10_58.html Purpose – what is it good for? This practice is a model of an inverted training in the subject "Literature" in high school. The student learns to: • • • • • • Select and read fiction literature. Collect and organize important information. Train skills for public speaking. Understand the language of gestures. Becomes socially engaged. Supports continued interest in books. Duration 12 weeks/ 24 lessons Activity Understanding the activities and goals that it will pursue. Stand-alone operation - “Thinklink” program awareness using the proposed instructions. Reading a book. Find more information about the selected book on the Internet. Presentation in class. Extracurricular activities - organizing the corner "Travelling book", "Give a Book to younger friends”, sharing a school site for reading. Method of work Utilizing a blogging platform, which organizes online environment for learning? The teacher presents the learning content that students should familiarize as interactive poster made with “Thinklink”. Each interactive poster is placed as a new blog entry platform. The publication shall specify the tasks that students must do as homework. Used groups of classes on Facebook for the rapid exchange of information. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 110 www.gaintime.eu Target group Students in 10/11-th grade Technology Internet connection and computer at home Multimedia projector Laptop Materials needed Appropriate web environment, site / blog of the teacher, video lesson, presentation. Description of the experience This practice is a model of inverted training in the subject "Literature" in high school. It consists of 4 components: 1. Organization of the online environment for learning. For the purpose of this project was used platform bloger.com, where are organized educational resources. Used also groups of the classes on Facebook for faster exchange of information. 2. Instructions Instructions are tasks related to self-absorption of new knowledge. They are given orally or by blog post of the teacher. 3. Work in class Class work consists in presentation of the final product of the students; monitored and analyzed are the skills for public presentation, answering questions from the public without preliminary preparation. 4. Extracurricular activities Release of the book – book-crossing zone. Marking the day of Kindness gifts of books in kindergarten. Sharing continues in the pages of newly created site "I love to read." 5. Diagnosis and monitoring of progress Interest in books and reading. Comments about usage and experience This pedagogical practice requires additional skills from teacher and students to work with tools and reasonable and correct use of the Internet. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 111 www.gaintime.eu This pilot helps to improve the following key competencies and how This pedagogical practice covers the following key competences: • • • • Skills for selection of fiction literature. Collection and systematization of important information. Improving the skills of public speaking and understanding the language of gestures. Social commitment and continued interest in literature. Pilot contributed by Partner: Association “IT World BG”, Bulgaria Petya Georgieva, sr. teacher Sec. school “Hristo Yasenov”, Etropole, Bulgaria Country: Bulgaria What have you learnt as teacher? As a teacher I have learned that students expect from the modern school newer and unconventional ways of working. The teacher must constantly learn - from the experience of the colleagues or from Internet. Thus to be successful and effective requires preparation and good planning. What is the students' feedback? For feedback are used questionnaires, discussion with groups and parents. They liked their work, said they would apply the lessons learned in other subjects. In a task of this nature they respond immediately and results are always very rewarding for both the students and the teacher. What have your students learnt? To become independent learners, to use the computer for educational purposes, improved skills for presentation to an audience, waiting for new challenges. Best Practice VII Name of the pilot and link (source) For you seven-graders http://classroome.blogspot.com/p/blog-page_24.html Purpose – what is it good for? This practice is a model of flipped training in the subject "Literature" in junior high school stage. Its implementation will result in: Enrichment of linguistic and literature culture and awareness of the level of linguistic and literature competence. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 112 www.gaintime.eu Perception of fiction literature as a value, forming a conscious need to communicate with it. Stimulate language skills of students in seventh grade. Forming a conscious desire for education and self-study in seventh graders in classes of Bulgarian language. Giving an objective assessment and self-assessment of language and literature competence. Closing gaps in language skills. Development of autonomy and responsibility in the performance of linguistic and literature tasks. Successful final testing in Bulgarian language and literature (BLL). Duration 14 lessons Activity Training and self-training - to get acquainted with educational content through posts made on the blog of the teacher. Class work - traditional and interactive activities to stimulate language and literary education. Extracurricular activities - creative and research tasks, projects, optimal use of new technologies to support teaching BLL. Method of work Essentially the work is organized in modules that cover the educational content for one class or section. Operating instructions given in class and further spelled out in the publication made by the teacher. Students prepare for the educational content by watching video tutorials from the site and check Ucha.se learning through interactive online tasks set by the teacher. In the class is used teamwork to solve problems and tasks, and work on projects that are integrated knowledge of educational content. Target group Students in 7 grade Technology Internet connection and computer at home Multimedia projector Laptop Master model to gain time in your classroom 2014-1-ES01-KA201-004401 113 www.gaintime.eu Materials needed Appropriate web environment, site / blog teacher, video lesson, presentation. Using lessons from the site "Ucha.se" videos from YouTube, texts from slovo.bg and language exercises created with Learningapps.org Description of the experience For the purpose of this training is used platform Blogger.com, where are organized educational resources from the site "Ucha.se", videos from YouTube, texts from slovo.bg and language exercises created with Learningapps.org. Students are given instructions that are associated with self-study of the new knowledge. They are given orally or in writing and demonstrate to students in the classroom when needed. Reminding is used in the Facebook group of the class. Classwork is divided into several sections: - - Let's see what we have learned - demonstrate the results of learning in standard (workbooks or oral) and non-standard form (screenshot of the task performed online or read QR code, voice selfrecording). Mutual assistance and cooperation - teamwork to overcome the difficulties in mastering the language and literature competence. Did you know ... - complementary information of the educational content. Comments about usage and experience This pedagogical practice requires students to create skills for responsible and safe use of Internet. Students are generally familiar with IT but they do not maximize their opportunities. This pilot helps to improve the following key competencies and how The student: - Differentiating and knows various sources of knowledge in Bulgarian language and literature. Able to work with multimedia and interactive applications and use them as a source of systematic knowledge of languages and literature. Know and practice the language norm. Ability to create their own and reproductive texts. Able to work independently and in a team. Analyse and make adequate self-assessment of their linguistic and literature competence. Pilot contributed by Partner: Association “IT World BG”, Bulgaria Tsvetana Spasova, sr. teacher Sec. School “Hristo Yasenov”, Etropole, Bulgaria Country: Bulgaria Master model to gain time in your classroom 2014-1-ES01-KA201-004401 114 www.gaintime.eu What have you learnt as teacher? As a teacher I learned precisely to plan and organize the learning process, to show greater rigor to educational content and information on the Internet, to be the most accurate in the use of didactic possibilities of educational platforms. What is the students' feedback? Students in seventh grade are the most solicited and sincerely entertained with non-standard classes. They share that published online materials for self-study are useful and they are very interesting. Most seventh graders approve non-standard forms of training and make the most of them. What have your students learnt? To become independent learners, to use the Internet for educational purposes. To prepare for the national external evaluation and to achieve good results on it, which will allow for better implementation and greater choice in continuing education in high school? Best Practice VIII Name of the pilot and link (source) Written skills for creative writing Maria de Lurdes Coelho de Figueiredo,2013 University of Coimbra https://estudogeral.sib.uc.pt/jspui/handle/10316/23619 Purpose – what is it good for? To develop the writing skills. Duration 1 semester Activity The activities concern written skills were the starting point towards the production of creative texts. This constituted the main objective of the developed work, once it is believed that no one is able to write creatively when there are difficulties regarding linguistic correction and if the textual cohesion and coherence are not mastered. Considering the principle that creativity establishes itself as a fundamental tool in the writing learning process, we endorse the importance of appropriate strategies according to students’ needs. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 115 www.gaintime.eu Method of work With this main aim, the project was divided into three stages: 1. 2. 3. the first one corresponded to the production of an individual text to assess; the second stage corresponded to the production, in groups of two, of three written texts to solve writing problems; The third stage consisted in the individual production of two creative texts: the first was a narrative/ tale based on the tale "O Tesouro" from Eça de Queirós, and the second was a free text (narrative or poetic) that was based on the analysis of some poems about love/ passion and the issues of love in young peoples' lives. This case study was effective since the student’s demonstrated true motivation, which reflected great progresses. Target group 8th-grade class. Technology This activity doesn't require the use of technology. Materials needed On the other hand, we needed support texts. Description of the experience Several activities were implemented in the classroom and were divided into 3 groups: 1. 2. 3. individual work: preparation of a report; three sets of work to develop and improve the written skills: prepare an interview, a news item and a letter; creative writing: development of a creative text based on the analysis of a story ("O Tesouro") and production of a free text about the issues of love or lack of it, through the analysis of poems. The experiences approached in the classroom were written, with the focus on the creation process and not on the product. We promoted a simplified strategy using dictionaries and informative records regarding the discussed contents. Comments about usage and experience Initially, we identified some constraint from the students. The students' biggest difficulties were focused on the written skills, therefore, the approach was to create activities and strategies that could help overcome such difficulties. Based on several studies we can conclude that, nowadays, written skills are not regarded as a product, but rather as a phased process in which students should feel implicated. This process implies three text production stages – planning, writing and reviewing. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 116 www.gaintime.eu The critical analysis is very important for the awareness concerning cohesion and consistency mechanisms and construction of phrases. This pilot helps to improve the following key competencies and how The success of this learning was related with the bond with the teacher. This experience provided high progress, excluding some cases which did not demonstrate interest in learning or working. This activity improved the student's general and specific skills. Pilot contributed by Partner: ISCAP/IPP Country: Portugal What have you learned as the teacher? Regarded as such, writing is no longer a mere mean used for evaluation purposes, but also a learning content and a skill to develop. Adding to this, we consider that we cannot teach how to write in merely one way: each class has a distinctive context and each student has distinctive realities. What is the students’ feedback? The students actively participated and followed the proposed steps. What have your students learned? We verified an evolution regarding the creativity and originality in the elaboration of the texts, but also some weaknesses in the students. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 117 www.gaintime.eu MUSIC BEST PRACTICES COLLECTION: "CREATIVE CLASSROOM" Best Practice I" Name of the pilot and link (source) To learn how to play an instrument instrumentchamp.com Purpose – what is it good for? You can learn how to play instruments, for example guitar, keyboard and drums. It is like guitar hero, but with real instruments. You can buy songs and try to play the songs, and then you get your score, or your musical points. You build a career as a musician. Duration You decide the duration yourself, the minimum duration is the minutes it takes to play a song. Activity You can buy songs and try to play the songs, and then you get your musical points. You can challenge your friends and play with them or against them. You can form a band and play together. Method of work Learning to play a musical instrument requires a lot of practice. Often this is boring for the students. Using instrument champ they can connect with their friends, family, school and favourite artists online. They can learn to play with their friends in a band. They can learn how to play a song without reading sheet music. Target group All ages, but very useful for secondary school pupils who are expected to learn how to play an instrument. Technology Computer, internet, USB Materials needed Free download at instrumentchamp.com, some songs cost something when you download them and some songs are free. Instrument, computer, internet, USB Master model to gain time in your classroom 2014-1-ES01-KA201-004401 118 www.gaintime.eu Description of the experience This program is excellent for teaching people how to play an instrument by playing a computer game. The game can listen as a digital music teacher and give instant feedback on how you play. Comments about usage and experience Many people dream about learning to play an instrument, and this is the chance to learn it at home. Some students in upper secondary school choose music, dance and drama instead of more traditional subjects, and this method ought to be an excellent tool for many of them. This pilot helps to improve the following key competencies and how Learning how to play an instrument. Pilot contributed by Partner: Gausdal videregående skole – Pierre de Coubertin Country: Norway What have you learnt as teacher? I haven`t used this as a teacher, but I see great potential for music teachers! This is an easy and fun way to have homework in music. Best Practice II" Name of the pilot and link (source) Exploration and Improvisation: The Use of Creative Strategies in Instrumental Teaching Lídia Moreira, Sara Carvalho, 2010 Aveiro University, Portugal http://ria.ua.pt/handle/10773/8053 Purpose – what is it good for? In music, instrumental classes share a set of common skills to other music subjects, in which the use of musical exploration and improvisation activities can be presented in various ways: 1. to understand if the musical exploration and improvisation influence the development of technical and expressive skills; 2. to verify if, in the introduction to an instrument, musical exploration and improvisation can help solve technical and musical difficulties; Master model to gain time in your classroom 2014-1-ES01-KA201-004401 119 www.gaintime.eu 3. to observe, analyse and evaluate the technical and musical evolution of the students involved in the study. Duration 5 months Activity This activity was conducted for 5 months of cello lessons without musical exploration and improvisation activities. During this period the students had a 30 minute individual lesson per week, however, they always watched each other's lesson. Next, the 2 students had approximately 3 months of cello lessons with musical exploration and improvisation activities. During this period the students had 20 minutes of individual lessons per week, and they always watched each other’s lesson, and in the remaining 20 minutes they had a joint lesson with musical and improvisation exploration activities. Method of work The strategies used for classes without musical exploration and improvisation were based on the 1 st year. Grade of the Cello Curriculum, and the exercises were carried out individually. At the end of four months of classes, sessions with musical exploration and improvisation were included at the beginning of all students' instrumental classes. Target group This research focused on two case studies with two students, one was 10 years old (Student A) and the other 14 years old (Student B), both in the 1 st year of cello study of the Portuguese Conservatory System). Technology No technology Materials needed To achieve this activity musical instruments are required. Description of the experience This experience contributed: 1. 2. 3. 4. to explore sounds that the body can produce; to transcribe those sounds as graphic notation; to find equivalent sounds in the cello; to organize those sounds as a “story”, in a sequence. The aim of this session was to reduce muscular tension, which remained present after the first 5 months of lessons. At the end of the lesson, the student should know the different timbers that his instrument can produce and should have the notion that his body can be considered Master model to gain time in your classroom 2014-1-ES01-KA201-004401 120 www.gaintime.eu an instrument. As a consequence, he will be told to think that his instrument can be as natural as his body and that the student should have the same naturality when playing the cello. Comments about usage and experience In music lessons, there is still a predisposition to adopt some educational practices, where the teaching is still centred on the teacher, and the student's role is to "imitate" and learn the music exercises brought to class. By doing so the teacher is neglecting the student's musical development as there is a unidirectional skill transfer, and the student does not participate directly in the process. This pilot helps to improve the following key competencies and how Therefore, using creative strategies in class may be a striking and important element, that can both create student participation and also allow different dynamics within the classroom. Pilot contributed by Partner: ISCAP/IPP Country: Portugal Master model to gain time in your classroom 2014-1-ES01-KA201-004401 121 www.gaintime.eu What have you learned as a teacher? The paper concludes that the students who attend classes with the use of creative activities as a teaching strategy obtain more positive results and success. What is the students’ feedback? The teacher/student relationship also benefited from this experience and created a deep bond resulting from the relaxed atmosphere that this type of activities provide, as this is probably a motivating experience in learning how to play an instrument. Activities with musical and improvisation exploration have an influential impact on the student’s technical and musical evolution. This impact, which was observed in this study, was progressive and came to complement the instrument development of the students. What have your students learned? With this experience, the technical and expressive skills have been developed. The child does not only progress through several given concepts, but also constructs an own experience, as he/she participates at an emotional, cognitive and operational level. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 122 www.gaintime.eu SCIENCE, TECHNOLOGY "CREATIVE CLASSROOM" BEST PRACTICES COLLECTION: Best Practice I Name of the pilot and link (source) “Tempo alla Fisica Spazio alla Matematica” Physics http://tempospazio.liceobrotzu.it http://www.youblisher.com/p/343709-Vademecum-per-la-documentazione-didattica-Cl-ssi-2-0/ Purpose – what is it good for? Foster an innovative approach to teaching physics through the active involvement of students in the design and construction of laboratory experiments and mentoring of students in lower classes through the methodology of Peer -education Duration 20 hours for each of the three topics chosen Activity 1. Experiment physics through the implementation - starting from zero and with the aid of simple materials availability - of a series of physics experiments of easy execution and reproducibility, though without renouncing to the rigor of the conduct and interpretation , and to execution , when possible , of the measures on important parameters . 2. To train the boys , so that they themselves become capable : - To pass on to others their experience , presenting the experiments made , framing them from a general point of view and describing them with adequate scientific language ; - To ' teach ' others how to design and build an experiment , highlighting the technical and practical aspects and difficulties encountered Method of work They were chosen three modules of study of the physics curriculum that have been addressed in the lab with the teacher's guidance. Through specific demonstration experiments students interacted in person with the phenomena studied, approaching to a way of ' doing science ' pleasant, attractive and capable of arousing curiosity . The students made the video to document the experience and to reflect critically on the work performed; they have finally prepared lessons on the subjects studied who proposed to pupils of the lower classes. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 123 www.gaintime.eu Target group Students of physics, intermediate level, secondary school (16-17 year-olds) Technology Physics laboratory , computer , internet connection , video camera Materials needed Computers , materials necessary for the realization of the experiments Description of the experience Students are involved directly in the realization of the experiments and conduct the lesson. The experiments are made using common materials and easy to work, so as to stimulate the attitude to do, to exercise creative and design skills, to learn by trial and error, to develop manual skills. In rotation the students prepare educational videos to use both to repeat the arguments not clear and in the tutoring lessons with pupils of the lower classes. In some cases were prepared articles and reports published on the school website. Teachers and students interact creatively in preparing the lessons. Comments about usage and experience The planning of the project activities requires considerable organizational work , but the variety of proposals allows involving all students and enhancing their resources and capabilities. This pilot helps to improve the following key competencies and how Three topics : Waves: good or bad?: generation and detection of waves, wave types and their representation, light and electromagnetic waves, interaction between electromagnetic waves and biological tissues. The climate is changing: gases and their laws, the temperature and the heat, status changes, liquids, emission from hot bodies. The energy: electricity, heat, cleans: electrical charges and currents, electric and magnetic fields, energy in different forms ... .. The mastery of the material acquired during the workshops allowed students to propose the topics discussed with other students, to train them in the design and implementation of experiments, to present the experiments themselves during specific scientific events Master model to gain time in your classroom 2014-1-ES01-KA201-004401 124 www.gaintime.eu Pilot contributed by Partner: Secondary School “G. Brotzu” – Quartu Sant’Elena Country: Italy What have you learnt as teacher? Improve instructional strategies to engage students and to stimulate their active participation in the processes of teaching/learning; raise professional their psycho-pedagogical-didactic skills; plan and implement experimental activities also outside spaces traditionally dedicated; propose a comparison / exchange on experimental teaching among teachers of schools of the same order and of a different order; turn in all the schools involved in the project groups of teachers willing to transfer the learning experience in different fields and contexts What is the students’ feedback? Hanno apprezzato, in particolare, le metodologie learning by doing e peer-education, la partecipazione a eventi e manifestazioni esterne alla scuola durante le quali hanno avuto la possibilità di presentare i loro lavori. What have your students learnt? They have learnt: develop the motivation to study thanks to a teaching more engaging and addictive that makes learning more rewarding; discover their own learning style by making use of manual skills; develop both operational and reasoning skills related to scientific-experimental methodology, which allow them a critical understanding of the natural world and technology ; identify, build and connect concepts and meanings recognizing the similarities between physical phenomena and mathematical models ; understand the importance of collaboration and teamwork to cognitive and socio – affective growth. Best Practice II Name of the pilot and link (source) «Progettazione e sviluppo di un website in ambiente “Instant support for customer care» Istituto Statale di Istruzione Superiore «Luigi di Maggio» Foggia Italy http://www.isdimaggio.it/iiss/index.php?option=com_content&view=article&id=431: esempio-di-best-practice&catid=45:catnotvarie&Itemid=74 Purpose – what is it good for? this allowed the students to apply their knowledge according the method of “learning by doing” Duration Master model to gain time in your classroom 2014-1-ES01-KA201-004401 125 www.gaintime.eu Two school years Activity Plan and creation of a website for “instant support for customer care for touristic firms in the territory. Method of work The method of work used was based on the problem solving, group working, troubleshooting. Target group Fifth year of Secondary school (ITT. L. Di Maggio) (17-19 y.o.) Technology Internet Materials needed PCs – School books – Touristic literature – Videos Description of the experience They applied the planning of a website during an experience of school work alterning at KnowK srl of Foggia.The finale product is in Italian and English. Comments about usage and experience Students learnt, not only along the process of study itself, but also through the realization of the final product as exactly in the field of work This pilot helps to improve the following key competencies and how The use of language in general, and in particular of the technical language, all the TIC skills , and a deeper vision of several subjects such as history, arts, geography, and a better knowledge of the territory resources. Pilot contributed by Partner: KnowK srl of Foggia Country: Italy Master model to gain time in your classroom 2014-1-ES01-KA201-004401 126 www.gaintime.eu What have you learnt as teacher? Use of the school working shifting (ALS) and models of work experience related learning. What is the students’ feedback? Totally positive: students are now more motivated in the TIC What have your students learnt? The acquisition of new competences directly usable in the field. Best Practice III Name of the pilot and link (source) Nucleótido en detalle: https://www.educanon.com/public/1409/13250 Purpose – what is it good for? This web shows how to explain a science lesson about Nucleotids using Educator, a tool used in flipped classrooms. Duration 1-2 hours Activity First : design a preparation of classes with “Keynote” Second uploading the lessons with YouTube but to get a more accurate visualization of the video he uses Educator and so he can asks his students questions about the subject. Method of work First : design a preparation of classes with “Keynote” Second uploading the lessons with YouTube but to get a more accurate visualization of the video he uses Educator and so he can asks his students questions about the subject. The questions appear gradually and at the end the program gives the teacher the right questions answered by the students. Target group Any secondary student Master model to gain time in your classroom 2014-1-ES01-KA201-004401 127 www.gaintime.eu Technology YouTube channel ; How To Make A YouTube Channel 2014 - YouTube Educator : http://www.educanon.com/ ; Keynote : http://www.keynote.com/ Materials needed Internet access , enough speed to download applications, Laptop/ipad /PC for teacher The possibility that each student has access to any of the following electronic devices: lap top, iPod, ipad, iPhone, tablet or smart phone Description of the experience The experience has been very useful to him even if he has spent quite a lot of time preparing all materials he thinks it is worth. Comments about usage and experience Very useful, for the students as academic results become much better and the students with more learning difficulties can watch the videos all the times they need This pilot helps to improve the following key competencies and how He explains how to create an example of flipped methodology , using “Educator” as a tool Pilot contributed by Partner: STUCOM Country: Spain What have you learnt as teacher? That even the workload can be hard for the teacher to prepare all the year videos and questions, the results are worth What is the students' feedback? Students feel highly motivated and their marks are much better, they have the feeling they have a private teacher for each one. What have your students learnt? Self- confidence, security , independence Master model to gain time in your classroom 2014-1-ES01-KA201-004401 128 www.gaintime.eu Best Practice IV Name of the pilot and link (source) Me and the Nature http://milanovaclass.weebly.com/1063108610741077108210981090-1080108710881080108810861076107210901072.html Purpose – what is it good for? 1. 2. 3. 4. 5. 6. Formation of relationship to nature - receptivity, curiosity, open-mindedness, criticism etc.. Development of cognitive, communicative and practical skills such as recognition, comparison, use of different sources of information, grouping by a particular feature, ability to work in a team, promoting communication, care of plants and animals Develop interest in the phenomena and processes in inanimate and animate nature. Utilisation of educational research methods such as observation and carrying out experiments Developing skills for self-learning. Refining utilization of concepts related to natural phenomena and processes in animate and inanimate nature. Duration 8 months/ 36 lessons Activity Activities are divided into three categories: Self-study - self introduction to educational content through presentations and training videos. Work in class - Interactive activities: attempts, experiments, research, case studies, and practical activities. Extracurricular activities - work on projects. Method of work Flipped classroom: discussion, experiment, brainstorming, mind map, talk Target group 5-6 grade / 11-12 years old Technology Website, GlogsterEDU, Programmable toys multi-mouse software „Енвижън“, Video Tutorials Ucha.se presentations (Veska Petkova), online whiteboard (HTML5), online games. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 129 www.gaintime.eu Materials needed Multimedia projector, laptop, tablets, computer mice and hubs, training laboratory Description of the experience This practice is a model of flipped training in the subject "Man and Nature" in 3. Grade. It consists of 4 components: 1. Organization of the online environment for self-learning. Selection and organization of resources - presentations, quizzes, game applications, and video tutorials. For the purpose of this project was used platform weebly.com, where are organized educational resources. Used presentations of V. Petkova, lessons from the website "Ucha.se". Organized is a social group on Facebook with the participation of parents. 2. Instructions Instructions are tasks related to self-mastering of new knowledge. They give verbally and demonstrated to students at the end of each hour, and to parents are described in the social group. 3. Work in class Classwork is divided into several sections: - Let's see what we have learned - fun quizzes with tablets and multi-mouse software. - In the laboratory - performing field tests, experiments and research. - Natural detectives - presentation of independent research and studies related to educational content. Working with GlogsterEDU. - Did you know ... - complementary information on educational content. 4. Extracurricular activities Teamwork on mini projects related to research on environmental issues in the hometown: "Water sources in the homeland", "Ecosystems in the homeland", "Action - pure nature" and others. 5. Diagnosis and tracking progress Organization of student portfolio GlogsterEDU Comments about usage and experience This pedagogical practice requires in advance pupils to create skills for responsible and safe use of Internet. It is desirable for pupils to study IT at an early stage. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 130 www.gaintime.eu This pilot helps to improve the following key competencies and how Acquiring knowledge about: main characteristics of bodies and substances and substance use in related to their properties; distribution and importance of air and water; life processes feeding and movement; grouping the animals and plants in certain features; connection of living organisms with their environment; the need for nature conservation; structure of the human body; Hygiene rules and health care. Pilot contributed by Partner: Association “IT World BG”, Bulgaria Antoaneta Milanova, Sr. Teacher Sec.School „Pilot Hristo Toprakchiev”, Bozhurishte, Bulgaria Country: Bulgaria What have you learnt as teacher? This practice is assured that there is no complete and lasting knowledge of what pupils acquire through experience and discovery. What is the students' feedback? Questionnaires, tests, portfolio What have your students learnt? Students learned to work independently and in a team, be responsible towards their tasks, perform them precisely and within the deadline. To use the Internet and mobile devices for educational purposes, to analyse and synthesize the results of their own studies and experiments to make accurate conclusions and generalizations. Pupils build interest in science and a positive attitude towards nature and presentation skills to an audience. Best Practice V Name of the pilot and link (source) Programming – easy and fun https://sites.google.com/site/zpgit1/ Master model to gain time in your classroom 2014-1-ES01-KA201-004401 131 www.gaintime.eu Purpose – what is it good for? Inverted (flipped) training and mostly the developed practical guide allows students to overcome programming languages learning difficulties. Many tasks included into the guide are solved at home solutions and tested in class, commented are any errors. Time for the theoretical formulation on any topic is minimized. Lesson is aimed at changing of already written code, debugging, search of short solutions to various problems, creativity in the creation of algorithm and writing the code for its implementation. Students reflect on their learning and able to ask questions and enrich their knowledge. They realize that programming can be enjoyable. The proposed practice is applicable to various forms of training - daily, part-time, evening. It is especially useful for self-study and individual forms, where the student is self-preparing and takes an exam of Informatics. Duration 10 weeks/ 19 lessons Activity Watching the video explains the theory, gives examples and assigns tasks to fulfil as homework. Feedback is through usage of quizzes, polls and individual conversations. Trainees can ask questions and make comments on the site of the Practical Guide. Satisfaction of this approach to learning can be seen also from this video: https://www.youtube.com/watch?v=z5kouRWWRo Method of work Students learn the theory at home and carry out their tasks assigned in the video tutorial. Work in the class is focused on review of the learning’s, testing of actual home program code, error analysis in teams, and program implementation of additional tasks. Reporting the results of training – presentation of the developed programs, discussions of the approach to their programming and their application. Target group Students from 9-th grade of secondary school. Technology - - Internet connection and availability of a computer at home Computer room with a separate workspace for each student and access to Internet Multimedia projector Master model to gain time in your classroom 2014-1-ES01-KA201-004401 132 www.gaintime.eu Materials needed - Computer room with a separate workspace for each student and access to Internet Programming environment SmallBasic Description of the experience Described practice is a model of flipped training in object-oriented programming language SmallBasic, which is a close relative of Basic, distinguished from other modern languages with greater simplicity and easy management interface. For its realization was done the following: 1. 2. 3. 4. 5. Development of a practical guide and its publication as a Web site. The Guide itself is suitable for beginner programmers and can serve as a transition to Visual Basic. For its developments was used additional information from Microsoft, the developer of the programming language. It presents solved problems used in teaching programming in this language and the languages BASIC or Pascal. Publication in Google sites. The site includes 19 lessons that are in support of the inverted training. Guidelines – brief instructions at the end of class related to the theme which is to be learned next. Working in class - an overview of lessons learned, test of the code prepared at home, error analysis in teams, coding of additional tasks. Reporting the results of training – presentation of programs developed to discuss the approach to their programming and their application. Comments about usage and experience 1. 2. 3. 4. For a successful training it is required a continuous preparation of the teacher To start study of Visual Basic it is necessary to start with a lighter programming environment Students learn to program more easily by seeing pre-written code, test it and change it. They learn more quickly to detect errors in the ready written code This pilot helps to improve the following key competencies and how Develop skills for lifelong learning Developing digital competences Develop algorithmic thinking Creating skills to solve problems with ICT Introduced in object oriented programming Create a lasting interest in writing code Pilot contributed by Partner: Association “IT World BG”, Bulgaria Dina Kirilova, Head Teacher Professional agricultural high school, Sandanski, Bulgaria Master model to gain time in your classroom 2014-1-ES01-KA201-004401 133 www.gaintime.eu What have you learnt as teacher? Students need a supportive environment in which to reflect calmly source code. Inverted training enabled me to provide such an environment for my students. They were able to realize algorithms alone, to discover and understand the mistakes. They had more time to experiment with the code, which arouse in them a greater and lasting interest in programming. What is the students' feedback? How can they prepare before the class Overcoming the fear of writing code Felt that programming can be fun More thoroughly rationalized the need to study the course "Informatics" Developed skills in algorithmic thinking and how to use programming environment for problem solving Got prepared for the transition to Visual Basic What have your students learnt? Students are motivated to program computer code, do not feel the embarrassment of errors in experiment. They have created sustainable ideas about the nature of programming and programming languages and can start working with Visual Basic. Best Practice VI Name of the pilot and link (source) Creativity and Communication Science: Creative strategies to communicate basic heredity notions, in the scope of the subject Natural Sciences in the 9th-grade in elementary school. Rita Sofia Santos Anastácio, 2006 University of Aveiro http://ria.ua.pt/handle/10773/3379 Purpose – what is it good for? Basic Heredity Notions. – The game “A Herança do OVO” The study aims to demonstrate a possible way of improving the communication process through the creation and implementation of creative communication strategies in the classroom context. Duration 90 minutes Activity Master model to gain time in your classroom 2014-1-ES01-KA201-004401 134 www.gaintime.eu Rules: 1. 2. 3. The students focus on the team registration sheets. The aim is to coordinate efforts in order to build a model of an animal cell. Each team was asked to build the history of egg formation or zygote, using images that were already sorted. (It is not strictly required, but the students are expected to use the words: information, nucleus, gametes, sperm, oocyte II, egg or zygote.) This task is more complex. The students should be aided in the construction of the molecule. Although phosphoric acid and deoxyribose are not represented, these components are essential for the formation of the double helix. Special attention is also given to nitrogen bases, for their sequence sets the information of triplets. Students have to be autonomous, but they may be assisted at first. The teacher can exemplify, but the goal is for students to reveal their capacities throughout the process. In the end, they should be able to understand how can DNA be part of the nucleus. Each team tries to complete the text using the projected disorganized words. This text can be found in the record sheets. Method of work Creative strategies were built, adopting Bellón (1998) and Lopes (2004) models, guided by the assumptions: 1. 2. 3. teachers can promote scientific learning (they can allow or block that process); Children between the ages of 14-15 express a scientific spirit in their attitude: they detain a critical thought, curiosity for knowledge, ability to speak about their experience and knowledge and good debating skills. When the teachers create and develop creative strategies, they are promoting the development of their scientific spirit and of the learners'. To organize this experience, were implemented contexts of experiment in the classroom and collected data from two surveys filled by the students, in three distinct moments, before and after the experience in the classroom. Target group Creative strategies implemented in the scope of the subject Natural Sciences in the 9th-grade in elementary school. Technology A computer with a Windows operating system is required because PowerPoint is the base for this process. It will also need a projector to show the slides. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 135 www.gaintime.eu Materials needed The situation needs to be mainly interactive and dynamic to work. A large list of materials was required: 1. record sheets; 2. trays with: bags of various gums, plastic bags such as those used to store food, a gelatine container, embroidery threads of various colours; big clips or washers; scissors; toothpicks; camera (disposable); 3. data-show and computer 4. audio or video recorder 5. chronometers – watches Description of the experience The school can provide the game so that the students do not to adopt conformist social behaviour, but rather enjoy the invention skills, curiosity and diverse experiences. The Simpsons were used to explore particularly, the notions of heredity, because they represent a family, with parents and children, which can convey the notion of transmission and generation. Once this subject concerns the transmission of characteristics from generation to generation, therefore implicating the family concept, it was decided that choosing a family would be ideal. The Simpsons is an animated sitcom which airs in Portuguese channels like RTP1 and RTP2, and currently on cable channel FOX. An example of how Genetics and Heredity are present in this TV series appears whenever Lisa says she must have been adopted because she is too smart when comparing with Homer or Bart. Fieldwork started from the following reasoning: think - prepare - apply in the pilot class Remake - apply in the target class. The first phase consists of structuring the strategy for a creative class. In this case, the strategy proposed is the submission of a game, in PowerPoint, that includes multiple tasks and steps for the construction of knowledge on the subject Basics Heredity [NBH]. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 136 www.gaintime.eu Comments about usage and experience The actors have the capacity to express themselves, to play, be creative, imaginative and original. The students are welcome to experience a unique situation which would provide them the learning with joy. The teacher is intended to provide the art of education effectively. The school, teachers, parents and students were receptive and contributed in the process. This pilot helps to improve the following key competencies and how The teacher promotes and develops creativity and playfulness strategies that improve the development of the scientific spirit and learning. The students between the ages of 14-15 express a scientific spirit in their attitude: they detain a critical thought, curiosity for knowledge, ability to speak about their experience and knowledge and good debating skills. Pilot contributed by Partner: ISCAP/IPP Country: Portugal What have you learned as a teacher? The results obtained support the efficiency of the creative strategies in the learning process of heredity and genetic concepts. The teacher is a promoter of scientific learning and, therefore, he enables or blocks the development of scientific learning. What is the students’ feedback? The students were involved in the implementation of the strategies and their opinion revealed a desire to experiment similar lessons, with resource to creative strategies. What have your students learned? Learners were able to play effectively, produce creative writing (revealing these skills) expressed through the answers contained in the record sheets and through photography (the products of media education). Master model to gain time in your classroom 2014-1-ES01-KA201-004401 137 www.gaintime.eu Best Practice VII Name of the pilot and link (source) ICT http://it-5ou.weebly.com/ Purpose – what is it good for? Student’s skills in ICT are very different. I created a website with educational materials to enable each student to work in their own pace from anywhere with internet access. Duration The materials in this site are for the school year./ 32 lessons Activity For each section: Watching materials explaining ICT Watching examples and exercises. Working with exercises and tasks in class. Evaluation. Test. Method of work For each section: The teacher uploads on website all necessary materials - video, presentations, screenshot, working files. Students may anytime from anyplace to work with the materials. In lessons students are working with computer individually. Target group Students 11-14 year olds Technology Computers, licensed software, internet connection, online resources, work files. Materials needed Computers, internet connection, textbooks Master model to gain time in your classroom 2014-1-ES01-KA201-004401 138 www.gaintime.eu Description of the experience Gained time: Students can focus on doing exercises in class, and the teacher gets more time to help them. Students who need help, and are waiting for the teacher, can watch the materials one more time while waiting. Comments about usage and experience The ICT teacher is on the whole very satisfied, but points out that making the website is timeconsuming, especially in the beginning. This pilot helps to improve the following key competencies and how Knowledge of ICT Students and teacher get more time together to work with exercises. The teacher can more easily help all the students, not only a few of them. It is easier to help both clever and not so clever students. Pilot contributed by Partner: Dimka Shivacheva, Lead Computer Room Fifth Primary School “Mateo Stanev”, Stara Zagora, Bulgaria Country: Bulgaria What have you learnt as teacher? ICT online classroom gives "quality time" with the students; instead of "feeding" them with theory, you can help them use the theory to do exercises and tasks, that is, using ICT the way they are expected to at the final exams. What is the students' feedback? Students are more easily motivated to learn if they can use computers and online resources, and they appreciate getting more direct help by their teacher. What have your students learnt? Students gain knowledge and skills needed in school and in life Website: http://it-5ou.weebly.com/ e-mail: it.5ou.sz@gmail.com Master model to gain time in your classroom 2014-1-ES01-KA201-004401 139 www.gaintime.eu Best Practice VIII Name of the pilot and link (source) Questions of high school students: Promoting active learning Maria João Gracias Vieira Pinto, 2012 University of Aveiro http://ria.ua.pt/handle/10773/10021 Purpose – what is it good for? The study aimed to articulate/ interconnect the teaching of sciences with the promotion of active and student-focused learning. Duration 1 semester Activity Focused on the design and implementation of strategies that allow the development of the students' inquiring spirit and the impact of those strategies on the students. Method of work The methodology adopted aimed to develop and implement a variety of teaching strategies that promoted the students' questions. This was a study of action-inquiry. We collected data from observation of classes, analysis of the students' productions (written questions and explanations for the placement thereof) and interview the six participants of the study students. The questionnaires presented by the pupils were analyzed according to three quality indicators: the cognitive level, type of question and orientation of the question. Target group 10th grade Physics and Chemistry students. Technology No technology. Materials needed Experiments. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 140 www.gaintime.eu Description of the experience To achieve our goals, we presented three cases of situation-problem in different classes and students were asked to formulate questions and to write them. Students did not know strategies were being implemented in the classroom in order to encourage the questioning, to promote their spontaneous behaviour, facing these problem situations. The quality of the questions was based on the dimensions set out in its classification, which were: 1. 2. 3. cognitive level; type of the question orientation of the question. In all the questions in the three situations - problem (N = 151), most were high cognitive level (n = 86), 60 low cognitive level and 5 did not fit into any of the categories considered in relation to cognitive level. The predominant type of the questions was academic (n = 138) and the direction that most of the questions revealed was directed to explain the problem situation (n = 99) and 51 state-oriented description of the data. As already mentioned above, situation one focused on "Preparation of solutions" and questions should be asked before the laboratory students undertaking the activity. In choosing this theme, we intended that the student realized that the "know-how" must stem from the understanding of the previous "theory". That is, a student should know how to prepare a solution, understand the concept of concentration and how it is expressed. Most of the questions raised by the students, although classified as low-level cognitive questions, were based only on the "theory" of the situation, ie the calculation of the mass of the concentration of the presented solution. Hence the fact that the orientation of the questions in this situation is mostly towards the problem of data. The situation 2, the preparation of butter, consisted of a laboratory achievement, where students should ask the questions after performing the same. Situation 3 refers to news about ozone; focus on a current topic that comes up quite often in the media. Students felt a bigger curiosity in these two situations presented. In the preparation of butter, they had the opportunity to prepare a food that is part of your daily diet and the fact that they registered the different transformations that the cream suffered, stimulated the formulation of questions that have required some cognitive structuring. Situation 3, to treat a subject also related to their day-to-day, and probably because it was already addressed in class, the students' interest in the questions was implicit when they tried to establish relations with previously acquired knowledge. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 141 www.gaintime.eu Comments about usage and experience The study also suggests a clear connection between students' questions and active learning, as the strategies allowed them to improve their questioning abilities/skills, namely high cognitive level questions, which are proven indicators of active learning. This pilot helps to improve the following key competencies and how The strategies implemented allowed students to develop the quality and amount of questions. It also enabled us to draw conclusions about the development of the students' questioning skills over the period in which we implemented the study, connecting it with active learning. Through the correlation established between the three analysis variables, we concluded that most of the questions were high cognitive level, academic and character oriented explanations of the problem. Questions oriented to the data problem or description was nearly all low cognitive level questions. These results showed that there was a huge student commitment in the resolution of problem situations, which allowed us to infer that the implemented strategies allowed the development of the students' questioning skills. Pilot contributed by Partner: ISCAP/IPP Country: Portugal What have you learned as a teacher? This result enables us to infer that the students seem to be more motivated to ask questions, more interested in problem situations and less worried about the problem-situation. The analysis of six students' interviews worked to complement some information. For example, the students interviewed acknowledged that when the problem situations are submitted to them and they have to ask questions, they feel the need to be more attentive and are "forced" to think more. They showed their appreciation for this type of activities and allowed us to infer that although the students show commitment during the implementation of the proposed activities, some are more active and receptive for different teaching strategies and others show some passivity in the face of having to "think about what they are doing." What is the students’ feedback? Those students engaged in the classes in a very positive way, which was supported by the amount and quality of the questions asked. Ninety-six per cent of the students made at least one higher cognitive question, 66% of the questions were focused on the explanation of the problem and 91% were almost exclusively academic. What have your students learned? Developed the questioning ability and the complexity of the acquired knowledge. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 142 www.gaintime.eu Best Practice IX Name of the pilot and link (source) Facebook e Google, dependence or autonomy? Dora Alice de Amorim e Silva, 2012 Elementary school Eça de Queirós http://repositorio-aberto.up.pt/handle/10216/66514 Purpose – what is it good for? It emphasizes the importance of teaching research techniques which allow not only to find fast information on the internet, but also to use social media, especially Facebook, as the main way to elaborate collaborative works. In this case, this platform was used on the subject Spanish as a foreign language. Duration in hours 3rd semester Activity The activity consists in the creation of a poster. Method of work This Project was developed in two high-school classes and was based on a research group work. This one used Facebook as the main resource. The main objectives were: development of an autonomous learning through social media; demonstration of the importance of Facebook on the performance of cooperative works; increase of the skills related to research, using Google tools and other techniques. Target group Students from the 11th and 12th grade. Technology The technology used is Facebook, Google, yahoo, asl. Materials needed Computers with internet are required in order to develop this activity. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 143 www.gaintime.eu Description of the experience This experience was divided into three steps: 1. 2. 3. to complete an individual survey concerning new technologies and the habits of students as users of social networks and research tools; to perform a collaborative group work performed through Facebook; to complete a final survey through Facebook concerning the development of the work performed and the final outcome of the project. Comments about usage and experience First it is important to emphasize the effort made by the different groups to use the Spanish language. The majority of students wrote only the Spanish in the school context. Second, the participation of each group in the execution of the work was remarkable. Aside from always being on top of things, they made the final decisions together for the elaboration of the final product: the poster. This pilot helps to improve the following key competencies and how This experience was helpful to improve several aspects, for instance, the capacity of reflection and, above all, the autonomy of every single student. Pilot contributed by Partner: ISCAP/IPP Country: Portugal What have you learned as a teacher? The students are not used to reflect about the way they learn, nor about the strategies and resources they may use. Therefore, it is crucial to develop more initiatives to promote more reflection moments which are essential for the learning process. Finally, there are some difficulties in expressing by written, which need to be acknowledged. On the one hand, students are conspicuous about their limitations as Spanish communicators, on the other hand, this can work to review some communicative functions. What is the students’ feedback? The first conclusion that can be drawn is the positive feedback about this project. Thus, Facebook was crucial. Actually, although 17% thought this experience was negative, more than ¾ emphasized its positive part. As this platform was an important tool for self-learning, each student appreciates aspects such as space, time, simultaneous and speed. In fact, these last topics were very important in every context. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 144 www.gaintime.eu What have your students learned? In spite of this acknowledgment, only 16 students believe to be more autonomous in the use of Facebook after concluding the group work. Although some had learned how to share different files or had seen this platform has a way to communicate in different interactions, others do not consider this as an autonomous achievement. Best Practice X Name of the pilot and link (source) The “Flipped Classroom” for GCSE Physics in Dulwich College https://www.london.gov.uk/sites/default/files/the_flipped_classroom.pdf Purpose – what is it good for? Learning physics through a flipped methodology. Duration An academic year Activity Different activities: watching videos, taking quizzes, working in groups. Method of work The general idea was that the students had full access to all the resources used for a topic, with extension material available. Typical homework tasks entailed watching and taking notes from a simple video outlining the key concepts with some examples, and then taking a quiz of ten or so multiple choice (MC) questions (automatically marked online) based on the video. This would be followed up in class by issuing the same quiz, as a group task, where any misconceptions could be ironed out, initially by peers and, finally by the class teacher. Target group Students from Years 10 and 11 -containing boys with a range of abilities, approximately three of whom wanted to study Physics beyond GCSE. Technology Internet (https://www.tes.com/lessons?redirect-bs=1 for creating the lessons). Materials needed Computer with Internet. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 145 www.gaintime.eu Description of the experience Comments about usage and experience Having covered the theory at home, time was free up in class to do extended practical investigations, such as using pasco tracks to investigate the conservation of momentum in collisions and explosions and broader consolidation activities such as translating the principle of conservation of momentum into the wide variety of mother tongues within the group This pilot helps to improve the following key competencies and how Cooperative learning, ICTs use and Physics knowledge. Pilot contributed by Partner: Southwark Schools’ Learning Partnership Country: UK What have you learnt as teacher? Flipped learning allows teachers to differentiate by support and mark work with instant feedback. Beside, to create videos available to anyone online. What is the students’ feedback? They are glad they can complete written problems they would historically have completed for homework and have acquired different abilities. What have your students learnt? The have learnt more about physics through a different methodology and to learn cooperative among peers with different backgrounds and mother tongues. Best Practice XI Name of the pilot and link (source) The “Flipped Classroom” for GCSE Physics in JAGS https://www.london.gov.uk/sites/default/files/the_flipped_classroom.pdf Master model to gain time in your classroom 2014-1-ES01-KA201-004401 146 www.gaintime.eu Purpose – what is it good for? Learning physics through a flipped methodology. Duration An academic year Activity Different activities: watching videos, taking quizzes, working in groups. Method of work The teacher set half of the homework in a flipped way, and involved students making notes on new material using online videos, sometimes using their textbooks as well. The other half of the homework were ‘traditional’. Target group Mixed ability Year 11 classes. Technology Website phys.mrgravell.com for recording videos, general Internet. Materials needed Computer with Internet. Description of the experience I recorded the flipped homework tasks and video links on a simple website at phys.mrgravell.com that students could access from school and home. In addition to setting the flipped homework online I also recorded all classwork and normal homework tasks online too - this led to benefits that were additional to those that may have arisen from the flipped classroom approach alone. Comments about usage and experience Most of the students found the approach benefitial and showed enthusiasm, but some of them didin’t get the approach or preferred a less independent learning. This pilot helps to improve the following key competencies and how ICTs use and Physics knowledge. Pilot contributed by Partner: Master model to gain time in your classroom 2014-1-ES01-KA201-004401 147 www.gaintime.eu Southwark Schools’ Learning Partnership Country: UK What have you learnt as teacher? Flipped approach gives me more time in lesson, so we can do practical work, and when the students were answering questions or doing a practical activity I gave them less support than usual. What is the students’ feedback? 51’52% think their approach to learning Physics has improved them since they started doing these types of homework, 1’52% thinks it has got worse, and 46’97% refers “meh”. What have your students learnt? About the Physics contents I wanted, and also others, as the videos leaded them to other related videos and some of them watched them. Best Practice XII Name of the pilot and link (source) The Blended Learning Design Tool https://www.imperial.ac.uk/medicine/study/e-learning/blendt---blended-learning-design-tool/ Purpose – what is it good for? Learning medicine through a flipped methodology and using ICTs. Duration Intermittent activities during the university period. Activity Different activities throughout the academic year. Method of work e-learning, where three different blended learning approaches are recommended. These approaches are suggested depending on whether the learning outcomes focus more on Instructionist activities (that are best delivered using self-guided materials), or learning activities that focus more on constructivist/collaborative activities that encourage learners’ discussion and reflection - either online or face-to-face. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 148 www.gaintime.eu Target group Undergraduate medicine students. Technology Internet. Materials needed Computer/iPad with Internet. Description of the experience It identifies the learning outcomes that lend themselves to interactive self-guided online learning, following an Instructionist approach. It also identifies the learning outcomes that are best suited for face-to-face delivery or online delivery following a Constructivist/Collaborative approach. Comments about usage and experience This pilot helps to improve the following key competencies and how Cooperative learning, ICTs use and medicine knowledge. Pilot contributed by Partner: Imperial College London Country: UK What have you learnt as teacher? It provides more opportunities to teach and use in a better way the time during the lectures. What is the students’ feedback? Positive, it’s a practical and significant way of learning. What have your students learnt? More about medicine in a practical way. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 149 www.gaintime.eu SPORT, PE BEST CLASSROOM" PRACTICES COLLECTION: "CREATIVE Best Practice I Name of the pilot and link (source) Flippeando el balonmano / Handball http://www.theflippedclassroom.es/flippeando-el-balonmano/ Purpose – what is it good for? To learn about the technical, tactical part of handball, the roles played by each player according to the position and team offensive and defensive structure. The aim of this unit is that kids get organized as a team, everyone develops his / her tactical role within his/her team , defend and attack with tactical strategy and collectively, Duration in hours Around 20 hour to prepare and develop the good practice Activity To create a video tutorial on the tactical principle of attack and defence in handball, to post the video in “ Google Classroom” , then students watch the video, afterwards tactical session are studied in class with the PA teacher The last three sessions they play game in PA classes , teams take turns to play . Finally the whole activity is assessed and evaluated. Method of work The first part is to create a video tutorial on the tactical principle of attack and defence in handball, explaining the main features of this game, the roles played by each player in his/her position, and how to to defend and attack playing as a team. This video was done with the “APP Explain Everything”, Second the video is posted in “Google Classroom” a platform in which we create our virtual classroom where students present their work and show the teacher the tasks assigned to them assigned them as well as videos and news of interest to share. Once the video is posted students have a weekend to view it at home and ask the teacher questions during the following week. During this phase of the individual viewing at home, each student can watch the video as many times as needed Afterwards the teacher made several subsequent sessions working tactical operations and using some constraints, "junior version", ie game very similar to the real game, but adapted exercises to strengthen the tactical contents we wanted to consolidate The last three sessions they play the they are devised and organized in attack and defence, teams take turns to play .Finally and as an assessment, students stay in the classroom and through Puzzle, I they played the video who was watched the first day of the unit with 10 questions about the content and the activities worked in the class , this website allows you to edit a video putting questions in between of all kinds, it also gives you a report of each student Master model to gain time in your classroom 2014-1-ES01-KA201-004401 150 www.gaintime.eu Target group 12-16 years old students Technology Handball court , computer, video camera or mobile Materials needed Handball court , computer, video camera or mobile , the “APP Explain Everything”, Google Classroom, Puzzle Description of the experience At the beginning the teacher needs time to prepare the activity but the results are with students can watch the videos at home as many times they need , they can work at their own pace so when they come back to class they are more prepared to understand the lesson and to enjoy with it, Students who could not attend the class have access to all information and can also work at their own speed when they are ready to attend again There is a constant feedback between the teacher and the student. The teacher can evaluate and assess the activity in a more objective way. Comments about usage and experience At the beginning the preparation of the activity may need extra time for the teacher but later once it is created the benefits it brings in quality , motivation are worth the time spent This pilot helps to improve the following key competencies and how This new methodology focus on handball and the tactical part of the game, the roles played by each player according to the post occupied in the team in the attack and defensive roles, The aim of this unit is that kids get organized as a team, everyone develops his /her tactical role . So team and indivual competences in handball in PA classroom are improved, Pilot contributed by Partner: STUCOM Country: Spain What have you learnt as teacher? That a flipped classroom can be used also in a PA class, with real positive results. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 151 www.gaintime.eu What is the students' feedback? Students like to work at their own speed so the time given to them to do that raised their motivation a lot What have your students learnt? Students have learns about handball in a theoretical and practical way and have learnt to work in teams Best Practice II Name of the pilot and link (source) National centre for food, health and physical education http://mhfa.no/nettressurser/omvendt-undervisning-i-kroppsoving-utholdenhet/ Purpose – what is it good for? This site uses flipped classroom for physical education. It means that the students watch a theoretical lesson on a video in their home, so that there will be more time for practical activity in school. By watching the videos at home the students will get the necessary knowledge of different topics in PE and learn how to use that knowledge in practice, and they will get more time in class to do exercises and tasks under the guidance of their teacher. Duration Timeframe: The videos are given as homework, and one video can last from 5-8,5 minutes. And then the students will conduct the exercise plan (60-70 min. activity) in the subsequent PE lesson. The students will also need some time to put themselves into the exercise plan ahead of the education . Duration can vary from topic to topic, for the entire course in endurance it will last for about three weeks, plus a final test. Activity Watching videos explaining theory, rules, tactic and methods. Watching videos on exercises. Working with exercises and tasks in class, in the gymnastic hall, or on the field Evaluation. Test. Method of work The teacher has divided PE into different topics, and the students focus on the topic for about 3 weeks. Basically, all theory (incl. an introduction to/repitition of physical education) is being taught by videos recorded by the teacher. The PE teacher also records videos on how to do exercises. Most of the lessons in school will be used to do exercises under the guidance of the PE teacher. Students work together in pairs/small groups or individually Master model to gain time in your classroom 2014-1-ES01-KA201-004401 152 www.gaintime.eu Target group Students of PE, advanced level, in upper secondary school (17-year-olds) and for pupils in secondary school. Technology Computers, internet, smart phone, tablet Materials needed Computers, internet connection, exercises (in textbooks and online) different equipment for the sports. Description of the experience Gained time: Students what to do before the lesson starts, and will save time getting started. Students can focus on doing exercises in class, and the teacher gets more time to help them. Students who need help, and are waiting for the teacher, can watch the videos one more time while waiting. Students can stop and rewind the videos whenever they need to and watch again what they think is difficult. Students who have been absent from a class or two can more easily catch up with the others than in an "unflipped classroom". Both students and teachers have fun doing PE this way, according to the PE teacher and the feedback he has got from his students. Comments about usage and experience Students that have access to the learning material on mobile units as smartphones, tablets also show a wider interest for, and dedicates more time to, the learning material. The PE teacher is on the whole very satisfied, but points out that making the videos is quite time-consuming, especially when you do it for the first time. This pilot helps to improve the following key competencies and how This method has as a goal to increase the motivation of the students to participate in PE. The method and resource also have an intention to increase the learning of theoretical knowledge about endurance, and give the students a bigger repertoire of activities that they can use to enhance their endurance. This method will release time used for theoretical lessons to more practical activity. The teacher will have time for more individual guidance. Students and teacher get more time together to work with exercises, rather than spending most of the time in class on theory. The teacher can more easily help all the students, not only a few of them. It is easier to help both clever and not so clever students. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 153 www.gaintime.eu Pilot contributed by Partner: Gausdal videregående skole, Pierre de Coubertin Country: Norway What have you learnt as teacher? Flipped classroom gives "quality time" with the students; instead of "feeding" them with theory, you can help them use the theory to do exercises and tasks, that is, using PE the way they are expected to at the final exams. What is the students' feedback? Students are more easily motivated to learn if they can use computers and videos, and they appreciate getting more direct help by their teacher. What have your students learnt? Students have learnt what they should know to pass the final exams and what they are expected to know according to the syllabus of PE, A-levels. Best Practice III Name of the pilot and link (source) Let’s start a circle dance http://flipdancebg.zohosites.com/ Purpose – what is it good for? This practice is a model of inverted training in Physical Education and Sport - type "Dancing". It will help students to become better acquainted with Bulgarian folk dances and learn to play them. The practice is a kind of tutorial, suitable for all ages and for every community that wants to learn to dance folk dances and maintain a healthy lifestyle at home. The practice encourages users not only to study and learn the steps of Bulgarian folk dance, but it is a rich source of knowledge for Bulgarian folklore, music, customs and traditions. Doctors and psychologists have long been confirmed positive and invigorating effect of dancing on the emotional and physical health. Duration 8-10 weeks/ 16-20 hours Master model to gain time in your classroom 2014-1-ES01-KA201-004401 154 www.gaintime.eu Activity Activities begin with instruction on how in which they should approach to their training. Instruction may be given orally by the sports teacher or read online training. Students listen to music, which can play a relevant folk dance or dance. Watch inspiring videos and explore dance with the help of detailed video tutorial. When students alone are acquainted with the rhythm and metrics of the dance, explore basic steps and can perform them under the musical accompaniment, then the teacher can focus on the creative interpretation of the dance and to explore dance combinations. In time students alone could create on choreographing of one dance or another. Method of work The practice requires students to study independently the basic steps of Bulgarian folk like watching instructional videos. To learn about different dance interpretations of famous Bulgarian dance ensembles. Self-learn to determine the size of the dance, and understand different national folk dances. Target group Students from grade 4-6; adult education and all who love to dance. Technology Internet connection and computer at home Multimedia projector Laptop Materials needed Video tutorials, music and concerts from YouTube, organized in playlists. Wikipedia, sites of artists, ensembles and music teachers. Appropriate dance environment - (wide room, gym or dance hall), appropriate clothing and shoes, a towel, a lot of desire and a good mood. Description of the experience It is very important before students move to self-studying of Bulgarian folk dances that they create a positive attitude towards the national folklore. The teacher can bring students to a concert of Bulgarian ensembles, visit the Festival of Bulgarian folklore, to invite prominent musicians, choreographers and instructors dances. It is good before the first lessons to do a demonstration to students on how to learn - through clap timing, explore the different metrics, fusion of beats and overall performance. Students explore by themselves the folk footsteps of folk dances, and in time they are showing off what they have learned and used class hours for creative work on the dance composition and choreography. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 155 www.gaintime.eu Comments about usage and experience From the teacher is required to properly distribute educational content. To select relevant tasks, games and activities to stimulate learning and to make the process of absorption of the concepts easier to understand. The teacher is favoured since all the lessons from this section of the educational content are filmed in Ucha.se. The only difficulty is enough selection of quality games and activities on the Internet, and the creation of online tests and quizzes to check and self-knowledge. This pilot helps to improve the following key competencies and how The student: Perform rhythmic movements, folk and dance elements with different accompaniment (vocal, timing, instrumental). Improvised dance steps and combinations from learned folk dances. Prepared to play in school events and concerts. Building habits for healthy and natural lifestyle. Improves physical and mental health. Pilot contributed by Partner: Association “IT World BG”, Bulgaria Sonya Bekirska, choreography Antoaneta Milanova, Sr. Teacher Secondary School, Bozhurishte, Bulgaria Country: Bulgaria What have you learnt as teacher? To seize the opportunities that allow digital technology and Internet network for forming healthy habits in students. To encourage involvement of students in the Internet with something different from the usual communication, searching for information and entertainment. Work on the organization of learning resources is difficult as having to comply with and respect copyrights, but at the same time rewarding, because the topic is pleasant and a favourite of the majority of students. What is the students' feedback? The students said that they have truly enjoyed when learning folk dances. They are satisfied with the selected resources and assess them as very interesting and intriguing. Many students say they have used the situation to gather and explore together the people at home and it has ignited the enthusiasm of their parents. They say that after practicing dance felt more relaxed, free and energetic. What have your students learnt? Students learned to recognize Bulgarian folk dances according to regions; to recognize the size of the dance, and determined beats; to play them correctly, as it brings true satisfaction and positive emotion; build in themselves habits for proper physical activity and hygiene during the day, to lead an active and healthy lifestyle. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 156 www.gaintime.eu EDUCATIONAL GAMES: TABLE GUIDE COLLECTION: "CREATIVE CLASSROOM", ART” TABLE: GUIDE I TITLE of the Educational Game El impresionismo - Impressionism Sources http://ntic.educacion.es/w3/eos/MaterialesEducativos/mem2006/impresionismo/xhtml/12juegos/12.htm l Keywords Impressionism, art Impressionist masters Neo-Impressionism Post-Impressionism Target Audience Students of secondary education with basic knowledge of art Aim To learn about impressionism through interactive activities Evaluation Questions follow each content it is explained to the students and teachers can evaluate if the concepts are clear or need to be reviewed. Prerequisite for learning Intermediate knowledge of Art Learning environment/Resources Internet Explorer, Mozilla/Firefox JAVA Flash Player 7; Acrobat Reader. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 157 www.gaintime.eu EDUCATIONAL GAMES: TABLE GUIDE COLLECTION: "CREATIVE CLASSROOM", GENERAL PEDAGOGICAL” TABLE: GUIDE I TITLE of the Educational Game Kahoot (quiz) Sources www.kahoot.it Keywords Quiz about anything Try a quiz made by others Make your own quiz Target Audience Anybody, but Kahoot has been a success when used in secondary schools Aim A. Raise attention and motivation for learning B. Test how much the students have learned Method/Learning strategy Testing knowledge Immediate feedback (no need to wait for the result) Can be used in all subjects taught in school Evaluation The students get immediate feedback, which they seem to prefer, rather than waiting for the teacher to correct tests. Students compete, and the current score is shown on a screen, thus raising attention and excitement Can be used as a part of and/or test after Flipped Classroom session Master model to gain time in your classroom 2014-1-ES01-KA201-004401 158 www.gaintime.eu Prerequisite for learning Internet connection Computers/mobile phones/tablet PCs Introduction to the game (instructions given by the teacher) Learning environment/Resources Nothing special, apart from internet connection and a computer/tablet PC or a mobile phone. Can be used in class, at home and pretty much everywhere, provided there is an internet connection. Other things to consider This game is easy to use and very motivating for learners at any age. Students are normally keen on competing, and this game is an excellent tool to test their knowledge. It can be combined with music, videos and texts. TABLE: GUIDE II TITLE of the Educational Game In the World of Fantasy Sources http://switchzoo.com/SZOLoader.swf https://play.google.com/store/apps/details?id=air.com.tubehead.switchzoo.free Keywords Creative thinking, Fantasy Fiction, World of animals Target Audience Secondary school pupils/students – 11/13 years old Aim Improving writing skills, spelling and style Developing emotional intelligence Master model to gain time in your classroom 2014-1-ES01-KA201-004401 159 www.gaintime.eu Method/Learning strategy Forming a positive attitude to create their own texts. Improving the text with a view to its continuity, richness and diversity of expression. Making different expressions by using the expressive potential of names and pronouns. Creating their own narrative and descriptive texts and commenting on the use of different tenses. Editing mistakes in their classmates’ texts related to improper use of direct and figurative meaning of the studied tenses. Evaluation This is a fun game where students can unleash their imagination and create fun and fantastic images of animals. They can to describe their own animal or write story about it. Next, they can save their story by printing. Students can read their literary works out in class, edit and enrich them with the aid of their classmates and teacher. Prerequisite for learning Internet connection Computer / printer / mobile phone or tablet Knowledge of English Introduction is made by a teacher who explains and demonstrates the working tools, then the task. (Creation of narrative or descriptive text about fantastic characters) Skills: Good keyboard writing skills. Knowledge of English (at least A1 level) Learning environment/Resources Internet connection, computer, printer Master model to gain time in your classroom 2014-1-ES01-KA201-004401 160 www.gaintime.eu Other things to consider This game is going to develop in students a positive attitude to perform tasks associated with creating text by themselves. The students themselves not always love these tasks. TABLE: GUIDE III TITLE of the Educational Game Class craft Sources http://www.classcraft.com/ Keywords Role playing game Universal application Transversal competences Target Audience Secondary school pupils/students - 12 years old and older Aim Team working Assessing and self-assessing Making decisions Improving academic knowledge Improving discipline Increasing motivation Master model to gain time in your classroom 2014-1-ES01-KA201-004401 161 www.gaintime.eu Method/Learning strategy Communicating with students on active forums. Stimulating activity and success by scoring. Possibility of differentiated and personal oriented training. Statistics and analysis of results. Informing parents. Evaluation ‘Class craft’ game stimulates students, because the risks and benefits of the game are real. For any their activity they earn points that can unlock the power in class awarded to them by the teacher. ‘Class craft’ game can be played teams that help in socializing students. Prerequisite for learning Internet connection Computer, tablet, mobile phone (smartphone) Guidelines and instructions given by the teacher. Good English. Good strategic and organizational skills of the teacher. Learning environment/Resources Good Internet connection, computer, tablet or mobile phone (smartphone), multimedia projector. Students can play and gather power both in class and at home. Other things to consider This game can be used in all subjects. Students have an opportunity to increase their theoretical knowledge as gain real power set by the teacher. To play the game, each student must be assigned a role: mage, warrior or healer. Every one of these roles has a specific function. During the game these roles can be changed. Students can play teams. Management of the game takes about 5-10 minutes. It can be played in background with a computer, projector or tablet. TABLE: GUIDE IV TITLE of the Educational Game TinyTap Sources http://www.tinytap.it/ Keywords Interactive questionnaires, games, quizzes, progress monitoring, self-preparation Target Audience Master model to gain time in your classroom 2014-1-ES01-KA201-004401 162 www.gaintime.eu Secondary school pupils/students – 11+ years. Aim 1. 2. 3. 4. 5. Improve own results Track the performance of individual students Development of creative thinking and imagination Building a digital competence Create a positive attitude to learning and stimulating the activity of the students. Method/Learning strategy Personalization of the training. Reporting progress. Evaluation “TinyTap” is a tool with which the teacher can create their own games, fun quizzes, tests or presentations. It can use also ready games from the platform website. With “Smarter” the teacher can track progress and activity of students. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 163 www.gaintime.eu Prerequisite for learning Internet, mobile devices. Suitable for independent work – improving learning outcomes and creating own products by teachers and students. Learning environment/Resources Good internet connection, tablet or smartphone. The tool has its own cloud storage where created resources can be organized. Other things to consider The tool is suitable for use in all subjects. It has a rich collection of images, backgrounds, shapes. Enables text input and sound, and creating their own collection of materials. Operation is intuitive. Students can create their own products and to share them. TABLE: GUIDE V TITLE of the Educational Game ClassDojo Sources https://www.classdojo.com/ Keywords Control on behaviour, improve behaviour, stimulating, motivating Target Audience Secondary school pupils/students – 11/12 years old and older Aim 1. 2. 3. 4. Motivating students to perform well at school Stimulating activity and entrepreneurship Improving students’ results Improving contacts between teachers and parents Master model to gain time in your classroom 2014-1-ES01-KA201-004401 164 www.gaintime.eu Method/Learning strategy Evaluating the work on educational content and behaviour. Tracking individual student’s success and progress. Including the parents in life of the class. Tracking the progress of the class. Evaluation ClassDojo is a platform where students are evaluated for their work and behaviour at school. The evaluation is done by the teacher based on the work done by the student in class and at home. Evaluations are in the form of points. Every assessment can be customized with different weight (number of points). Students can track their results from the website or via a mobile app, notifying them every time they are modified. The platform offers mobile applications for teacher and parent. Prerequisite for learning Internet connection Computer, mobile device, projector Guidelines and instructions given by the teacher. Introducing rules and privileges. Reporting results. Learning environment/Resources Good Internet connection, computer, tablet or mobile phone (smartphone), multimedia projector. Other things to consider The platform is applicable to all subjects. It allows teachers to collaborate between them and track student performance and to orient themselves in students’ interests and abilities. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 165 www.gaintime.eu TABLE: GUIDE VI TITLE of the Educational Game eQuizShow Sources http://equizshow.com/ Keywords Evaluation and rewarding students, organizing games, motivating Target Audience Secondary school pupils/students 11+ years old. Aim Increase motivation Building a positive attitude to learning Achieving academic goals Method/Learning strategy Assessment of students; Self-learning; Motivation and encouragement; Feedback Evaluation “eQuizShow” – create your own quizzes based on templates from the well-known television game. It can be used in all subjects. The site offers a collection of ready games. They are divided into categories. The teacher can edit the question accordingly and add his rating (points). Prerequisite for learning Internet connection, computer, multimedia projector (when working in class). Pre-selection of quiz categories, or create their own product by the teacher using the online generator. Suitable for exercises in class, learning or group work. During the lesson, it can be used frontally with prior instruction by the teacher and to enact scenarios of TV games. At home can be used as a simulator to improve the academic performance of students. Learning environment/Resources Good internet connection, a computer, tablet or smartphone, multimedia projector. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 166 www.gaintime.eu Other things to consider The tool can be used to evaluate the results of students in all subjects, and to stimulate their active participation in classes, improve their communication skills and teamwork. To develop strategic thinking and improve their self-esteem. Students can work in teams or individually, at the discretion of the teacher. Such games can be made in Google spread sheets with the following add-on: http://www.flippity.net/QuizShow.asp TABLE: GUIDE VII TITLE of the Educational Game Challenges Game: a dynamic game in the teaching process Ricardo Monteiro and Helena Barbosa, 2014 University of Aveiro, Portugal Sources https://estudogeral.sib.uc.pt/jspui/handle/10316/25740 Keywords Game; Creative process; Motivation. Target Audience Professional Course of Technical Design. Aim This game aims to improve the collaborative process in the teaching activity and stimulate critical and creative thinking. The main objectives of the game "Challenges Game": 1. 2. 3. play a guiding role in teaching and learning; stimulate the creative process for students and teachers; provide an active and collaborative participation of all participants in the class. Method/Learning strategy This game had multiple steps: 1. 2. 3. 4. 5. the teacher presents the game; the students acknowledge and identify the materials; under standing the rules of the game; “play the game" to ensure that the students understand the rules; pedagogical intervention and analysis of the moves; Master model to gain time in your classroom 2014-1-ES01-KA201-004401 167 www.gaintime.eu 6. 7. 8. game registration; written intervention; Play with skills, develop strategies and find solutions for the problems. This process was divided into 6 lessons. The teacher selects the topics, defines the challenge, matches each theme with a letter, and defines the workgroups (4-6 members) and the stages of the game. However, the students throw the dice, explore the issues together, complete and describe the subject in the individual registration form, develop the theme based on the record, fill the group registration form, solve the group challenge, defend the resolution of the challenge and score the game. Evaluation This game has proved to be beneficial in the process of teaching and learning, and also promoted the creative process for students, the ability to concentrate and organize in activities and stimulated the acquisition of skills and knowledge by the students. Prerequisite for learning The students must be willing to learn and demonstrate a dynamic, collaborative and creative posture. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 168 www.gaintime.eu Learning environment/Resources Didactic and pedagogical action, needs game dices. Other things to consider The application of the game was effective. However, the biggest difficulties were: 1. 2. 3. 4. 5. 6. the ability to develop themes that did not involve a defined task, the articulation of subjects to solve the group challenge; the application of knowledge and skills acquired in other subjects; the time management in the development of the tasks; the concern in obtaining the "right resolution", undermining the process itself. Most of the students demonstrated an improvement and an efficient resolution of the problems. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 169 www.gaintime.eu EDUCATIONAL GAMES: TABLE GUIDE COLLECTION: "CREATIVE CLASSROOM", GEOGRAPHY” TABLE: GUIDE I TITLE/LANGUAGE of the Educational Game Food origins Sources http://www.educationworld.com/a_lesson/03/lp325-03.shtml Keywords Columbus, explorers, origin, food, timeline, plants, map, New World, Old World, colonies, colonial, crops, media literacy, products, consumer Target Audience Students of the first year of ITA Sereni – 14 y.o. Aim Learning Subject/ Geography Agriculture field/ skills Specific Goals: Students will learn about changes that occurred in the New World and Old World as a result of early exploration. use library and Internet sources to research food origins. (Older students only.) create a bulletin-board map illustrating the many foods that were shared as a result of exploration. Method/Learning strategy The early explorers to the Americas were exposed to many things they had never seen before. Besides strange people and animals, they were exposed to many foods that were unknown in the Old World. In this lesson, teacher might post an outline map of the continents on a bulletin board. Have students use library and/or Internet resources to research some of the edible items the first explorers saw for the first time in the New World. On the bulletin board, draw an arrow from the New World (the Americas) to the Old World (Europe, Asia, and Africa) and post around it drawings or images (from magazines or clip art) of products discovered in the New World and taken back to the Old World. Soon, the explorers would introduce plants/foods from the Old World to the Americas. You might draw a second arrow on the board -- from the Old World to the New World -- and post appropriate drawings or images around it. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 170 www.gaintime.eu Evaluation Multiple choice tests Prerequisite for learning Low secondary school level of Geography and Science Learning environment/Resources Classroom – Multimedia lab - library and/or Internet access (older students only) - outline map of the world (You might print the map on a transparency; then use an overhead projector to project and trace a large outline map of the world onto white paper on a bulletin board.) magazines (optional) Other things to consider teacher has to consider the students with special needs in particular the SLD, giving them the proper instructions. All the students must help each other’s with the support of the teacher. The teacher has to stimulate the problem solving strategy TABLE: GUIDE II TITLE of the Educational Game Application of didactic games in history and geography classes Joana Cruz Faculdad de Letras, University of Porto Sources http://repositorio-aberto.up.pt/handle/10216/66522 Keywords Game, Game Pedagogy, Teaching, Playful, History, Geography; Didactics. Target Audience Students attending the 7th-grade in Elementary school. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 171 www.gaintime.eu Aim This proposal aims to be a diversified, attractive and motivational tool that stimulates the interest, the creativity, the autonomy and the dialogue between teacher-student and student-student. To analyse the impact of the game as a tool to consolidate the syllabus provided. Consolidate history and geography knowledge in an entertaining way. Method/Learning strategy The research methodology used was the direct observation and the analysis of samples collected during my internship, not only with my supervisors, but also from my experience as a teacher. Data were analyzed quantitatively. The results showed the success of the consolidation process concerning the contents of both areas in game situations. 1st Moment: The students get acquainted with the game’s material; 2nd moment: Understanding the rules; 3rd moment: the “ game for game “ – playing to ensure the rules; 4th moment: verbal pedagogical intervention; 5th moment: game registration ; 6th moment: written intervention; 7th moment: play with skills. The game used for this activity was "Game of Goose" and present some rules: 1. 2. 3. 4. 5. 6. Maximum of 25 participants or 5 groups; Whoever (participant or group) gets the higher number when the dices are rolled gets to start the game; The game’s penalties and prices must be respected throughout the game; The participant who reaches the last square first (square 32) wins. Win the participant or player who arrives first to last house, more precisely the number thirty-two; If they guess the question wrong, they have to go backwards to the previous square. If they guess correctly, they stay in the same square. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 172 www.gaintime.eu Evaluation The assessment is performed under three methods: correct answers; partially correct answers; incorrect answers. This division is different from the game’s rules, where answers would be either correct or incorrect. The students got the questions 1, 3, 7, 14, 15, 17 and 18 wrong. These questions concerned the history knowledge. Most of the students answered question number 8 in a partially correct way. We must also emphasize that all students answered the questions 2, 6, 10, 11, 12, 13 and 19 correctly. These questions regarded the history knowledge and interpretation of sources. Prerequisite for learning Basic history and geography knowledge. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 173 www.gaintime.eu Learning environment/Resources This game was performed in the classroom (replacing exercises). Other things to consider The results stressed the importance of the game as a teaching tool in these two subjects. Thus, effective learning aims to prove that students can acquire knowledge through game activities. An educational game can provide the students a rich and complex learning environment, and also develop their reflective, active and critical perspective. TABLE: GUIDE III TITLE of the Educational Game Journey around the world Sources https://geoguessr.com/ Keywords Geographic quiz Geographical areas, deductive reasoning, geography of the world, working with Google Street View Target Audience Master model to gain time in your classroom 2014-1-ES01-KA201-004401 174 www.gaintime.eu Secondary school pupils/students - 12 years old and older Aim 1. Orientating on a geographical map 2. Recognition of climatic areas 3. Working with ‘Google Street View’ Method/Learning strategy Teaching students to think analytically, to orient themselves in the geographical areas of the world using their knowledge, to rationally use online maps and mobile navigation applications. Evaluation The game allows students to improve their skills in geography of the world, stimulating them to collect points and keep their good performance. Prerequisite for learning Internet connection Computer, tablet, mobile phone (smartphone) Instructions given by the teacher. Good English. Good strategic and organizational skills of the teacher. Learning environment/Resources Good Internet connection, computer, tablet or mobile phone (smartphone), multimedia projector. Students can play and gather points both in class and at home. Other things to consider This game can be used not only in geography classes. It can be used in mathematics as students were encouraged to create tasks related to variety of challenges. It can be used for the development of creative imagination in Bulgarian Language classes - students describe their travels in one game. Also it is applicable in art and technologies classes, where different kind of guides based on their game can be created. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 175 www.gaintime.eu TABLE: GUIDE IV TITLE of the Educational Game The game 3rd World Farmer with Promoter Skills in Geography Paula Simões Universidade Aberta José Bidarra and University of Algarve, Portugal Sources http://www.google.pt/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CCcQFjAB&url=htt p%3A%2F%2Fwww.fpce.uc.pt%2Fejml2014%2FAtas%2520EJML2012.pdf&ei=sq_YVKSWEYflUvKyhNAD&usg=AFQjCNFNL12OJBYKucln4I_qHTZMGZjtrg&sig2 =ZygKI_nmPa5W2eVhJsJKmQ http://3rdworldfarmer.com/ Keywords Computer games, internet, geography Target Audience Students attending the 9th grade Aim This game aims to: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. understand the educational potential; promote geographical skills; correct use of the geographical vocabulary; use of geographic concepts; analysis of data / documents; analysis of actual problems; critical reasoning; thinking geographically; work cooperatively; respect the work of others; reflect on the decisions, etc. These skills include the geography subjects and the students' attitude, but there may also be factors unable for us to see. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 176 www.gaintime.eu Method/Learning strategy The game has only one level of difficulty and one single way to play. The students play the role of the African farmer and at the beginning of each year, they decide the best way to spend the available money. Each student has a family, a couple, children, a house, five lands and $50 to start. During the game it is possible to verify the years passed and sell the goods if money is needed. The goods are divided into several plantations, sorted out by price, name and advantage of that product. The members of the family have features, such as name, age, gender and information concerning education, health, fertility and marital status. Only one element can be the head of the family. The application of the game involved some steps: 1. 2. 3. 4. 5. definition of the rules and objectives; creation of the groups; analysis of the tasks; implementation of the game; discussion of ideas. Evaluation The students revealed some weaknesses, lack of movement and the characters' attitude was considered passive. Prerequisite for learning No need for specific knowledge, just follow the rules. Learning environment/Resources The 3rd World farm is a free online game and uses flash technology. In order to play, one will need a computer and internet. Other things to consider This game has a motivational factor towards learning and clearly contributed to the development of skills in geography in 9th grade. However, we found some limitations. It is very important to create rules to play the game, which implies consistent decisions associated with reality. Therefore, in the end we may be able to observe and register logical and positive outcomes . Master model to gain time in your classroom 2014-1-ES01-KA201-004401 177 www.gaintime.eu Master model to gain time in your classroom 2014-1-ES01-KA201-004401 178 www.gaintime.eu EDUCATIONAL GAMES: TABLE GUIDE COLLECTION: "CREATIVE CLASSROOM", HISTORY, SOCIAL SCIENCE” TABLE: GUIDE I TITLE/LANGUAGE of the Educational Game Historias del Cielo. Astronomía a través de los mitos / Spanish – Histories of the sky – Astronomy through myths Sources http://ntic.educacion.es/w3/eos/MaterialesEducativos/mem2009/historias_del_cielo/index.html Keywords Milky Way. Constellations: Eagle, Argos, Auriga, Bootes, Centauro, Swan, Coma, Corona, Southern Cross, Dolphin, Draco, Eridano, Hercules, Hydra, Lira, Ursa Major, Ursa Minor, Triangle, Aquarius, Aries, Cancer, Capricorn, Scorpio, Gemini, Leo, Libra, Ophiuchus, Pisces, Sagittarius, Taurus and Virgo. Mythological legend of Perseus and Orion mythology legend with the astronomical description of the stars involved in them. Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune and Dwarf Planets, all with curios, photographs, astronomical description, related myth, activities and some artwork, painting or sculpture in which appears the planet considered . Target Audience Students of secondary education who study science range 12-17 Aim To study astrology and related myths Method/Learning strategy Interactive game which shows theoretical and interactive activities where planets and myths are related. The game is designed to be used after the subject about planets have been presented by the teacher so it reinforced the theoretical part taught by the student in a more dynamic way , making the learning more active. Moreover by linking planets to myths, history and science are combined Evaluation The students knows his/ her performance after each step of the game, he can play again or look for the solution, there is a final score Master model to gain time in your classroom 2014-1-ES01-KA201-004401 179 www.gaintime.eu Prerequisite for learning Basic knowledge on Science and Mythology and about the use of Macromedia tools Learning environment/Resources Macromedia Flash5 y Swish. Adobe photoshop 5.5 Corel Draw 8 + Corel 8 ClipArt Microsoft Word + ClipArt & Fonts II for Windows 95, US Dreams Inc. Other things to consider No specific skiils are needed to play the game. It reinforces content so it is useful as a review after the unit has been taught. TABLE: GUIDE II TITLE/LANGUAGE of the Educational Game Hitler Game Sources http://www.johndclare.net Keywords Political parties – Nazism – Germany – Trade Unions – Middle Class – Democratic – Communistic Target Audience Students at the end of their course – last year – 17/18 y.o. Aim Learning Subject/ The German political situation in 1928 – 32 field/skills: History. It helps the students understand WHY people in the past acted as they did. Specific Goals: students are pot into an historical complex situation, Master model to gain time in your classroom 2014-1-ES01-KA201-004401 180 www.gaintime.eu Method/Learning strategy The teacher gives out the information sheets on the aims of the political parties in Germany. For more able pupils you may also wish to give out the list of the Nazis’ Twenty-five points. Then the teacher asks the pupils to suggest which elements were designed to appeal to Workers/Patriots and Nationalists/Racists/Small traders etc. and why Hitler had so many ideas in his manifesto. (It may be profitable to revisit the events of Hitler's Rise to Power through to the year 1928). The teacher prepares ‘character cards’ for the different ‘people’ of the political scene, and gives out one character card to each pupil. Then he asks the pupils to think about who they are, and how they would vote. Stressing to the pupils that these are imaginary people is important. The question at this stage is ‘Would you vote Nazi?’ asking the pupils to explain their choices. Take in the 1928 character cards. Explain that the year is now 1932. You may wish to revisit the event of Hitler's Rise to Power in the years 1929-32. Give out the ‘character cards’ for 1932, as before. Ask the pupils to think about who they are, and how they would vote. At this stage, require the pupils to choose a party. Ask them again to explain their choices. Take a vote; who is elected? If students ‘get it wrong’ is exactly what really happened in Germany that was full of people who voted for a party completely unsuited to their situation (as today). Evaluation it is vitally important to evaluate the this game is followed by an extensive discussion/exposition-plenary, where the teacher reinforces the message and puts relevance for their course/exam of what they have experienced in the game. Prerequisite for learning Students need to know the historical and political situation at the beginning of 1900 in Europe. Learning environment/Resources Classroom – characters cards – history textbook – photocopies Other things to consider The teacher has to consider the students with special needs in particular the SLD, giving them the proper instructions. All the students must help each other’s with the support of the teacher. The teacher has to stimulate the problem solving strategy Master model to gain time in your classroom 2014-1-ES01-KA201-004401 181 www.gaintime.eu TABLE: GUIDE III TITLE/LANGUAGE of the Educational Game The Congress of Vienna Sources K. Dawson – History dept. Haberdadashers’ AAskes School, Elstree. UK Keywords Napoleonic Wars – France – Prussia – Austria – Russia - Great Britain - Europe Target Audience Students aged 17 – fourth class of the secondary technical school of Agriculture: ITA “E. Sereni” Rome - Italy Aim Learning Subject/ field/ skills Stimulate the participants (singles or groups) to get informed about Europe of the XIX° century. How to relate into a group facing problems. How to manage feeling of ambition – aggressiveness – dialectic – falseness. Specific Goals Method/Learning strategy The group class is divided into 4 groups representing Great Britain, Prussia, Russia and Austria. Two more students will represent France. Each group elect a responsible of the delegation. The Teacher introduces the European situation at that time and he/she stops his/her activity. The general activity is demanded to the class. It will be divided into three phases: planning – plenary sessions – negotiations among countries. A president (representing Austria) is elected during the plenary sessions. France can speak but can’t vote (Talleyrand). Obviously all the activity should be similar to the main features of the original agreement. After the games all students write a report giving an interpretation of the congress from “their country” ‘s point of view. Now the teacher teaches a lesson on historical agreement signed in Vienna. Evaluation Group discussion – Drawing maps – multiple choice answers Prerequisite for learning Historical elements of France and Europe in general before the Congress of Vienna. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 182 www.gaintime.eu Learning environment/Resources One classroom – a certain number of tables to create a bigger one. Three sessions of one hour each. Historical maps of Europe before and after the congress. Other things to consider The teacher has to consider the students with special needs in particular the SLD, giving them the proper instructions. All the students must help each other’s with the support of the teacher. The teacher has to stimulate the problem solving strategy TABLE: GUIDE IV TITLE of the Educational Game Entdecke Europa! (Let’s explore Europe!) Sources http://europa.eu/kids-corner/explore_de.html (DE) Keywords European Union, member countries, culture, languages, geography, history, famous persons, science, vocabulary Target Audience Students of upper secondary school Aim To test the knowledge of the European Union in a foreign language (German) Method/Learning strategy This board game is about the European Union and the member countries. The student can play as an individual player or with classmates/friends. It’s useful in a German class to practice the language and to repeat vocabulary and lesson material connected to the topic. Evaluation A helpful game. Good for advanced learners, for practicing the language, developing basic knowledge about the member countries of the European Union. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 183 www.gaintime.eu Prerequisite for learning Intermediate or advanced knowledge of a foreign language (German) Learning environment/Resources Tablet, laptop, computer, speakers/headphones, internet Other things to consider The game is easy to use, motivating, funny, attractive, and colourful. TABLE: GUIDE V TITLE of the Educational Game Aplication of didactic games in history and geography classes Joana Cruz Faculdad de Letras, University of Porto Sources http://repositorio-aberto.up.pt/handle/10216/66522 Keywords Game, Game Pedagogy, Teaching, Playful, History, Geography; Didactics. Target Audience Students attending the 7th-grade in Elementary school. Aim This proposal aims to be a diversified, attractive and motivational tool that stimulates the interest, the creativity, the autonomy and the dialogue between teacher-student and student-student. To analyse the impact of the game as a tool to consolidate the syllabus provided. Consolidate history and geography knowledge in an entertaining way. Method/Learning strategy The research methodology used was the direct observation and the analysis of samples collected during my internship, not only with my supervisors, but also from my experience as a teacher. Data were analyzed quantitatively. The results showed the success of the consolidation process concerning the contents of both areas in game situations. 1st Moment: The students get acquainted with the game’s material; Master model to gain time in your classroom 2014-1-ES01-KA201-004401 184 www.gaintime.eu 2nd moment: Understanding the rules; 3rd moment: the “ game for game “ – playing to ensure the rules; 4th moment: verbal pedagogical intervention; 5th moment: game registration ; 6th moment: written intervention; 7th moment: play with skills. The game used for this activity was "Game of Goose" and present some rules: 1. 2. 3. 4. 5. 6. Maximum of 25 participants or 5 groups; Whoever (participant or group) gets the higher number when the dices are rolled gets to start the game; The game’s penalties and prices must be respected throughout the game; The participant who reaches the last square first (square 32) wins. Win the participant or player who arrives first to last house, more precisely the number thirty-two; If they guess the question wrong, they have to go backwards to the previous square. If they guess correctly, they stay in the same square. Evaluation The assessment is performed under three methods: correct answers; partially correct answers; incorrect answers. This division is different from the game’s rules, where answers would be either correct or incorrect. The students got the questions 1, 3, 7, 14, 15, 17 and 18 wrong. These questions concerned the history knowledge. Most of the students answered question number 8 in a partially correct way. We must also emphasize that all students answered the questions 2, 6, 10, 11, 12, 13 and 19 correctly. These questions regarded the history knowledge and interpretation of sources. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 185 www.gaintime.eu Prerequisite for learning Basic history and geography knowledge. Learning environment/Resources This game was performed in the classroom (replacing exercises). Other things to consider The results stressed the importance of the game as a teaching tool in these two subjects. Thus, effective learning aims to prove that students can acquire knowledge through game activities. An educational game can provide the students a rich and complex learning environment, and also develop their reflective, active and critical perspective. TABLE: GUIDE VI TITLE of the Educational Game Ancient inhabitants of our lands Sources http://learningapps.org/index.php?category=9&s= Master model to gain time in your classroom 2014-1-ES01-KA201-004401 186 www.gaintime.eu Keywords Bulgarian history; development of memory Target Audience 9/12 years, primary and secondary schools, students with learning difficulties Aim History, concepts, dictionary - Learners must remember the names of most ancient inhabitants of our lands. - Learners must remember the most important lifestyle, religion and way of life of the most ancient settlers on our land. - Learners must learn to distinguish artefacts from various eras and to be able to associate keywords to the respective inhabitants lived in Bulgarian lands. Method/Learning strategy Acquisition (I will explain content to the learners) Imitation (I will show the learners how to do things related to this content, i.e. I will be a model for them) Discovery (I will provide the necessary artefacts for the learners to find out / discover a specific knowledge on their own. I will organize guiding activities and provide tips) Participation (I will give the students an opportunity to practice self-play of their own mobile devices) Experimentation - Narrative description of the game plot Goals Improving glossary of students Improve memory Automating knowledge about tribes inhabited Bulgarian lands in ancient times Characters - none Scenes - Group assignment Before the game: In the classroom – Scan QR, instruction and demonstration by the teacher. • • at home – provide individual access to the application, the availability of written instructions. at distance – QR code and individual access to written instructions / online, etc. During the game: In the classroom / at home / at distance / online, etc. – students sign in and perform individual requirements of the game. Teacher monitors their achievements in the teacher panel. After the game: In the classroom / at home / at distance / online – Note the students’ results. Follow the typical mistakes. Analyse. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 187 www.gaintime.eu Evaluation Test / exam Personal portfolio Feedback from students Prerequisite for learning Reading with comprehension Keywords from text Learning environment/Resources Learning Resource Type: - Material / model for observation and repetition of others’ experience Time / Space resources: - In the beginning of the class check the knowledge. No more than 4-5 minutes. One classroom TABLE: GUIDE VII TITLE of the Educational Game The potential of electronic educational games: A study in the subject civic education Natália Marques Direcção Regional de Educação da Região Autónoma da Madeira, Funchal (Madeira) Bento Silva University of Minho, Braga (Portugal) Sources https://videojogos.wordpress.com/ http://repositorium.sdum.uminho.pt/handle/1822/18292 Keywords Electronic games, games, education, civic education area Target Audience 9th -grade, the public school of Madeira Master model to gain time in your classroom 2014-1-ES01-KA201-004401 188 www.gaintime.eu Aim The goal is to analyse the educational potential of electronic games, focusing the attention in the area of civic education. In the scope of education concerning morals and ethics, all students unanimously agreed that Sim City promotes the understanding and the acquisition of important attitudes and habits inherent to one’s lifestyle: responsibility, respect, managing expenditures and citizen rights. Method/Learning strategy In this experience was used the video game “Sim city”, simulation and strategy game. One of the experiences is for a player (student) to simulate the role of Mayor in a town and take the first steps in the world of urban planning, through the creation of the metropolis of your dreams and creating healthy relationships with the citizens. This activity was developed through five lessons of civic education, proceeding to a descriptive and exploratory study to observe and evaluate the behaviour of a group of students while they are using video games in an educational context. The data collection techniques used in this study: 1. 2. 3. 4. 5. inquiry; direct observation; observation grids; record of frames; self and peer evaluation. Evaluation This experiment was divided into five sections: 1. 2. 3. 4. 5. Filling out a survey and a discussion with the students about citizenship. Introduction and analysis of education software “Sim City”, sample composed of 12 elements and 12 computers, though the students worked in groups; Students started building their cities (some moments in this session were registered in photographs, like the students’ reactions and attitudes. Continuous work; The students completed their cities. In the last moment, the students conducted a self-assessment and peer-evaluation concerning the construction of cities and filled out a survey regarding the use of this game in class. Prerequisite for learning Computer knowledge, including electronic games. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 189 www.gaintime.eu Learning environment/Resources “ Sim Citty” was classified as a simulation game that offers some possibilities of real life simulations and strategy management functions. The player takes over as Mayor and will be responsible for the Sims’ well-being. Their functions consist of creating a home for everyone to live in and to be sensitive regarding their actions. The Mayor will be informed if a house is destroyed or if the toxic waste dump is affecting the residents of the neighborhood. The Sims inform if they are satisfied or not satisfied with the education, health and safety of city. The player will be supported with other sources of information concerning the way their decisions affect the lives of the residents. So the Mayor has a lot on his hands. The performance of the Mayor will be evaluated by the score in the services, so he must create a good and appealing educational system. Other things to consider We concluded that the relationship between technology, electronic games and the syllabus is associated with the perception of a new reality, incorporating innovative strategies capable of sustaining the students’ cognitive and cultural bases. According to the students, this game promotes comprehension and acquisition of good attitudes and morals. The lessons can be much more interesting and motivating with the use of this tools. The use of video games can be a double challenge: 1. 2. for students: interactive and collaborative experience for teachers: the games’ suitability concerning the syllabus The aim is to, through the use of new technologies, prepare young people for active citizenship. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 190 www.gaintime.eu TABLE: GUIDE VIII TITLE of the Educational Game Digital game "Gloria" : A study concerning the involvement of students in elementary teaching Hugo Martins, Sónia Cruz, 2012 E.B. 2,3 Frei Bartolomeu dos Mártires- Viana do Castelo, Portuguese Catholic University, Portugal Sources http://www.google.pt/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CCcQFjAB&url=htt p%3A%2F%2Fwww.fpce.uc.pt%2Fejml2014%2FAtas%2520EJML2012.pdf&ei=sq_YVKSWEYflUvKyhNAD&usg=AFQjCNFNL12OJBYKucln4I_qHTZMGZjtrg&sig2 =ZygKI_nmPa5W2eVhJsJKmQ Keywords Games, History, Digital Game, Interactive learning Target Audience Students attending the 6th and 9th-grade Aim The goal is to finish the game first. The purpose of the game is to help students learn history. Method/Learning strategy This game is the famous board game that involves rolling the dices for the player to move forward or backwards. This game was adapted to a digital format, but works the same way. The game is available for download and contains a virtual board with virtual squares, the sun and the snake. After rolling the dices the students are asked questions. If the answer is wrong, the player goes backwards. If the answer is correct, he moves to the next square. The player that ends first wins the game. Evaluation The game was implemented in the digital world with the creation of the software supported by Windows and Linux. Although it was considered an interesting activity for both age groups (94% and 93%, respectively) there was a high involvement from the students' part. However, the activity produced more effects with the 6thgrade students because they consider it a challenging activity that demonstrated mutual assistance. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 191 www.gaintime.eu Prerequisite for learning History knowledge and computer skills. Learning environment/Resources The students will need a computer to download the game. (for free) Other things to consider While the younger students emphasized mutual assistance, older students emphasized the competitiveness in the activity. We verified a great support from the students, who considered it a mean to consolidate knowledge. Although the students have shown interest in making the game, some students were resistant to the introduction of games in the classroom, because they think teachers carry an important role in the learning process. TABLE: GUIDE IX TITLE/LANGUAGE of the Educational Game David Copperfield Sources Liceo Amaldi Rome Italy Keywords Middle Class – Justice – Injustice – Right – Wrong Target Audience Students from the third year of the Lyceum Amaldi Rome Italy 15 y.o. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 192 www.gaintime.eu Aim Learning Subject/ English field/ skills : Literature Specific Goals: it aim to teach students about social injustices, and how one can rise above poverty. Method/Learning strategy David Copperfield is a novel normally read by students of the Italian Lyceum, teacher can implement this games to reinforce what was learned after the book was completed. First, teacher can break the students up in to two groups. The first group can create a map that represents England in the 1800′s. The second group should create a map of what England looks like today. Compare the two and shout out similarities and differences. Finally, since David Copperfield was a writer, have each student create a short story about good versus evil, a theme that was prevalent throughout David Copperfield. Read each one aloud and vote on the top three stories. Additionally, teachers can put together a David Copperfield spelling list and students can use this list to practice not only their spelling, but also their knowledge of the book. Evaluation Discussions – tests Prerequisite for learning Students must understand the main points of clear standard input on familiar matters regularly encountered in work, school, leisure, etc. produce simple connected text on topics that are familiar or of personal interest. describe experiences and events, dreams, hopes and ambitions and briefly give reasons and explanations for opinions and plans. Learning environment/Resources Classroom – papers – markers – David Copperfield (Wordsworth Classics) Paperback Other things to consider The teacher must use items which include a mixture of items that the students are familiar with and teacher has to consider the students with special needs in particular the SLD, giving them the proper instructions. All the students must help each other’s with the support of the teacher. The teacher has to stimulate the problem solving strategy Master model to gain time in your classroom 2014-1-ES01-KA201-004401 193 www.gaintime.eu TABLE GUIDE X TITLE/LANGUAGE of the Educational Game Muck and Brass Sources http://www.bbc.co.uk/history/interactive/games/victorian_muckbrass/index_embed.shtml Keywords England – History – Town – Industrial Revolution Target Audience Kids Aim Learning Subject: British History field/ skills: Industrial Revolution Method/Learning strategy The player becomes an advisor to a town councillor who made his fortune in cotton. He is bursting with civic pride but the city’s image leaves much to be desired. The player must guide the councillor through some difficult decision which will have a direct impact on the look of the city and the lives of its people. Evaluation While playing the game, based on the players decision. Prerequisite for learning Basic knowledge about history. Learning environment/Resources Master model to gain time in your classroom 2014-1-ES01-KA201-004401 194 www.gaintime.eu Computer and Internet. Other things to consider TABLE GUIDE XI TITLE/LANGUAGE of the Educational Game Paint the cathedral - English Sources http://www.bbc.co.uk/history/british/middle_ages/launch_gms_paint_wells.shtml Keywords History – Art – Cathedral – Middle Ages - Restore Target Audience Kids Aim Learning Subject: History field/ skills: Art Specific Goals: Restoring an architercture building Method/Learning strategy Master model to gain time in your classroom 2014-1-ES01-KA201-004401 195 www.gaintime.eu Firstly, the game tells some basic information about the cathedral. Afterwards, the player can restore Wells Cathedral to its former glory, painting the building in its original medieval colours, step by step. Evaluation Comparison between the performance of the person and to the original one. Prerequisite for learning No prerequisites. Learning environment/Resources Computer and Internet. Other things to consider TABLE GUIDE XII TITLE/LANGUAGE of the Educational Game Women’s Rights - English Sources http://www.bbc.co.uk/history/interactive/games/victorian_women/index_embed.shtml Keywords History – Great Britain – Victorian period – Women - Rights Target Audience Kids Master model to gain time in your classroom 2014-1-ES01-KA201-004401 196 www.gaintime.eu Aim Learning Subject: History field/ skills: Human rights Method/Learning strategy First, the game provides basic information about the Victorian period, the queen and the human rights. Afterwards, the player (which in the game is characterized as a woman) can open different doors called “divorce”, “job”, “study”, “money”, “vote” and “children”, which expose statements such as: “you have separated from your husband. You have a right to custody of your two children”. The player can choose whether it is true or false, and then the game sais if the answer was right or wrong, with a brief explanation. Once completed all the questions in one period, the player travels some decades to the future and tries to guess, again, if the statements are now true or false. Evaluation While answering every question with true or false. Prerequisite for learning No prerequisites. Learning environment/Resources Computer plus Internet. Other things to consider TABLE GUIDE XIII TITLE/LANGUAGE of the Educational Game Master model to gain time in your classroom 2014-1-ES01-KA201-004401 197 www.gaintime.eu Vikings - English Sources http://www.bbc.co.uk/scotland/education/sysm/vikings/ Keywords History – Scotland - Vikings Target Audience Children aged 7-9. Aim Learning Subject: History field/ skills: Vikings Specific Goals: learn more about Vikings, building up your own Longship or Longhouse. Method/Learning strategy The player first chooses a character which leads him or her to one part of the game. There, he or she has to answer the question and look at the evidence, and can take notes on a notepad below. The questions are presented in the way Figure 1 shows. When choosing an option, the answer will show up together with a brief explanation (as Figure 2 shows), and will lead the student to an evidence (which can include videos or other interactive material) (Figure 3). Master model to gain time in your classroom 2014-1-ES01-KA201-004401 198 www.gaintime.eu Figure 1. Question Figure 2. Answer Figure 3. Evidence Master model to gain time in your classroom 2014-1-ES01-KA201-004401 199 www.gaintime.eu Evaluation After answering every question. Prerequisite for learning Basic knowledge about Vikings. Learning environment/Resources Computer and Internet. Other things to consider Master model to gain time in your classroom 2014-1-ES01-KA201-004401 200 www.gaintime.eu EDUCATIONAL GAMES: TABLE GUIDE COLLECTION: "CREATIVE CLASSROOM", LANGUAGE, LITERATURE” TABLE GUIDE I TITLE/LANGUAGE of the Educational Game Dictionary deception Sources www.educationworld.com/a_lesson/friday/friday024.shtml Keywords downy mildew – powdery meldew – white blister – mosaic – rust – rot Target Audience This game has been done to a fifth class of the Agricultural School. English as a second language. Aim Learning Subject/ field/ skills Learn the meaning of difficult plant diseases names Specific Goals Method/Learning strategy This game is based on a popular box game. To start the game, the teacher chooses a word for which no student will know the meaning. The teacher writes the word on the chalkboard and writes the definition of the word on a sheet of paper from a small pad. Then the teacher hands a sheet from the same pad to each student. The student must write on that sheet his or her name and a definition of the word. The teacher collects all the definitions. One by one, the teacher reads the definitions. Students consider each definition. Then, as the teacher rereads them, the students vote for the definition that they believe is the real meaning of the word. Students earn a point if they guess the definition correctly; they also earn a point each time another student selects their (fake) definition as the true meaning of the word. The person with the most points at the end of the game wins. Evaluation Multiple choice tests – discussion point - translations Master model to gain time in your classroom 2014-1-ES01-KA201-004401 201 www.gaintime.eu Prerequisite for learning This game requires third-level competency (B1) per the Common European Framework of Reference for Languages. Knowledge of main kinds of vegetable and elements of Agronomy. Learning environment/Resources This game can be done in the classroom. You need the chalkboard, sheets of paper. After that a promenade in the school farm can be the best prize. Other things to consider The teacher has to consider the students with special needs in particular the SLD, giving them the proper instructions. All the students must help each other’s with the support of the teacher. The teacher has to stimulate the problem solving strategy TABLE GUIDE II TITLE/LANGUAGE of the Educational Game Front pages Sources Ilea Resources Service Keywords title subtitle lines advertisement newspaper pages characters news information . journalism Target Audience Students of the Second year of technical secondary school 15-16 years old ITA Sereni Rome Italy Aim Learning Subject/ field/ skills Improvement of communication, evaluation of material, collaboration, in changeable situations. Knowledge of media. The main aim is to communicate as adults. Writing skill is of paramount importance. Specific Goals Master model to gain time in your classroom 2014-1-ES01-KA201-004401 202 www.gaintime.eu Method/Learning strategy The participants have the role of editors of the local newspaper. They divide themselves into 3/4 groups of them. Each group receive: 1. 2. 3. a communication from the director (Teacher) about the errors of the previous issue. A plan of the front page with suggestions about the place where to put the editorial. (the plan of the page must be accomplished during the game). The editors have to choose the best positions of the several news with the appropriate titles. They have to organize themselves with a chief editor who assumes the responsibilities of the work. Time is an important factor, they have to respect a considerable amount of time(2 or 3 lesson time). The simulation must be divided into three phases of 15 minutes each (as it is not possible for the typographers to do the work in one shot). During these phases the paragraphs must be sent to be printed. During the different phases the editors receive fresh news that affect their previous decisions and evaluations. At the end they decide the page plan the articles and the titles and the newspaper is ready to be print. After the working activities all the students can discuss and make reflections and considerations about the topics. Evaluation Group discussion on real topics. Grammar tests. Prerequisite for learning Reading comprehension of a medium level. Use of basic grammar Learning environment/Resources The best learning environment would be the multimedia lab, with one pc and one printer for each group. Other things to consider Teacher must know the journalistic field, techniques and have a clear idea of the newspaper plan. The teacher has to consider the students with special needs in particular the SLD, giving them the proper instructions. All the students must help each other’s with the support of the teacher. The teacher has to stimulate the problem solving strategy TABLE GUIDE III TITLE of the Educational Game Interactive English Master model to gain time in your classroom 2014-1-ES01-KA201-004401 203 www.gaintime.eu Sources http://ntic.educacion.es/w3/eos/MaterialesEducativos/mem2001/ienglish/index.html Keywords Definite and indefinite articles; present continuous, simple and perfect; some, any & no compounds, comparatives and superlatives; past simple and continuous. Games: colours, numbers, hang the rat ,descriptions, clothing, time, categories (nouns, adjectives, verbs, etc.). Passive voice; future; Modal verbs, there is / there are and some / any , prepositions; personal and possessive pronouns; irregular past. Games: crosswords; idioms Target Audience Students of secondary education who need to review English grammar Aim To review English grammar playing games and answering contests Method/Learning strategy Interactive games and which show theoretical and interactive activities related to the English grammar needed for a Secondary learner who wants to study English . The teacher first explains in class the grammar points to be studied and the students review later by playing the game Evaluation According the results of every game the teacher can know to review any grammar point is needed or not Prerequisite for learning A1 Level of English and to basic knowledge of IT as a user to be able to play Learning environment/Resources Macromedia Flash5 y Swish. Adobe photoshop 5.5 Corel Draw 8 + Corel 8 ClipArt Microsoft Word + ClipArt & Fonts II for Windows 95, US Dreams Inc. Other things to consider Basic knowledge of English in needed to start to play Master model to gain time in your classroom 2014-1-ES01-KA201-004401 204 www.gaintime.eu TABLE GUIDE IV TITLE of the Educational Game Figuras literarias ; Literary devices Sources http://www.educa.jcyl.es/educacyl/cm/gallery/recursos_educativa/metrica/oa5.html?utm_source=tichin g&utm_medium=referral Keywords Tools, activities, reading, literature, devices, methods. Poetry. Target Audience Students of secondary education who study communication and who are Spanish native speakers Aim To learn about literary and the Spanish languageMethod/Learning strategy Interactive game with theoretical and practical exercises to review the devices used by writers when writing poetry or and genre. . Evaluation Questions follow each content it is explained to the students and teachers can evaluate if the concepts are clear or need to be reviewed Prerequisite for learning Spanish speakers and knowledge of Spanish literature and grammar Learning environment/Resources Internet Explorer, Mozilla/Firefox JAVA Flash Player 7; Acrobat Reader. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 205 www.gaintime.eu TABLE GUIDE V TITLE of the Educational Game El viaje de Odiseo y Eneas – Odiseo and Eneas’trip Sources http://recursos.cnice.mec.es/latingriego/Palladium/odiseo/index.html Keywords Greek and Latin. Alphabet, morphology and syntax. Lexicon, the Romance languages Greece and Rome, The Greek and Roman literature. The Greek and Roman art: painting, sculpture, ceramics, Doric, Ionic and Corinthian. Greek and Latin mythology and religion. Target Audience Students of secondary education with knowledge of Greek and Latin and of Classical culture Aim To learn about Greek and Classical Culture by means of an interactive game that checks by means of exercises the knowledge that students have got Method/Learning strategy Interactive game and which shows theoretical and interactive activities related to the Greek and Latin times Evaluation By answering the questions that the game provides the teacher can know if any content of concept has to be reviewed. Prerequisite for learning Basic knowledge of Greek and Roman culture Learning environment/Resources Internet Explorer, Mozilla/Firefox JAVA Flash Player 7; Acrobat Reader. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 206 www.gaintime.eu TABLE GUIDE VI TITLE of the Educational Game Play comic Sources http://ntic.educacion.es/w3/eos/MaterialesEducativos/mem2009/playcomic/index.html Keywords English, comics, Spanish Target Audience Students of secondary education who want to learn Spanish – English creating cartoons Aim To learn to write in Spanish and English using cartoons as a methodology Method/Learning strategy Interactive game and which interactive activities related to cartoons are used to learn English Evaluation the students and teachers can evaluate if the concepts are clear or need to be reviewed if the cartoons designed and created are right or not. Prerequisite for learning Basic knowledge of Spanish and English Learning environment/Resources Internet Explorer, Mozilla/Firefox JAVA Flash Player 7; Acrobat Reader. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 207 www.gaintime.eu TABLE GUIDE VII TITLE/LANGUAGE of the Educational Game The price is right Sources http://jetprogramme.org/wp-content/themes/biz-vektor/pdf/publications/1toc.pdf Keywords Big numbers in English Target Audience Second year of ITA Sereni technical secondary school 14/15 y.o. Aim Learning Subject/ English as a Second language L2 field/ skills reading - speaking Specific Goals: Telling big numbers – prices Method/Learning strategy The teacher gives students a hint sheet about reading big numbers, introducing the way to read big numbers. Students will make pairs. Teacher gives a memo sheet. A number will be shown on a poster. In pairs, one student will look at the screen and read the number. The other student, who is not allowed to look at the poster, writes down the number on his memo sheet. The students will switch roles and practice a few times. The numbers will get bigger and bigger. The students will now make groups of four. Each group is given a small whiteboard and a marker. The students will play the game "The Price is Right". The teacher will show a picture of an item (I used everything even houses or jewels),they must guess the price and write the number on the board and read out the number. The group which guesses the price closest to the original price of the item gets a point. 10. The group which gets the most number of points at the end of the game wins and gets a reward Evaluation Exercises written and oral – tests from the book Prerequisite for learning Students must know numbers from 1 to 100. And basic English grammar Master model to gain time in your classroom 2014-1-ES01-KA201-004401 208 www.gaintime.eu Learning environment/Resources Memo sheets - posters - small whiteboards and markers Other things to consider The teacher must use items which include a mixture of items that the students are familiar with and teacher has to consider the students with special needs in particular the SLD, giving them the proper instructions. All the students must help each other’s with the support of the teacher. The teacher has to stimulate the problem solving strategy TABLE GUIDE VIII TITLE of the Educational Game Learn English with Games Sources http://www.ingilizceoyun.com Keywords Learning English, teaching, reading, listening, active participation Target Audience Students of High School Aim To create a virtual environment for students to learn English Method/Learning strategy/ By using different kinds of visual materials, presentations, videos, games, grammar exercises, students will learn English in a good atmosphere and they will develop more positive reactions to language learning. Evaluation Students will be able to review and practice the units previously taught in class, after the results the teacher knows if he / she needs to review any concept. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 209 www.gaintime.eu Prerequisite for learning Having an intermediate level of English Learning environment/Resources Internet Explorer, Presentation, Flash Player, Acrobat Reader, YouTube TABLE GUIDE IX TITLE of the Educational Game Ba Ba Dum Sources http://babadum.com/ Keywords Vocabulary, vocabulary trainer, pronunciation, spelling, foreign languages, pictures, Italian, German, Polish, British English, American English, Spanish, French, Japanese, Russian, Swedish, Greek, Portuguese, Lithuanian Target Audience Students of upper secondary school Aim To learn and to repeat new vocabulary Method/Learning strategy This beautifully designed game contains 5 different interactive games in 13 languages based on pictures, 1500 words and pronunciation: 1. 2. 3. 4. 5. The student selects the right picture from the word shown The student selects the right word from the picture shown The student selects the right picture from the word spoken The student spells the word using the letters given that describes the picture shown Mix of all previous games Master model to gain time in your classroom 2014-1-ES01-KA201-004401 210 www.gaintime.eu Evaluation Easy, helpful, good for beginners and advanced learners, language learning and practice. Prerequisite for learning Basic knowledge of a foreign language (German) Learning environment/Resources Tablet, laptop, computer, speakers/headphones, internet Other things to consider The game is easy to use, motivating, and funny. TABLE GUIDE X TITLE of the Educational Game Bavardons – Compréhension Sources http://parlons-francais.tv5monde.com/webdocumentaires-pour-apprendre-le-francais/Jeux/Niveaudebutant/p-299-lg0-Bavardons.htm#.VMft--cwzog TV5monde: French television channel Keywords Conversation, listening comprehension, reading comprehension Target Audience A1/A2- level secondary school students Aim Understanding a simple (everyday) conversation, both orally and in written form. Giving an acceptable answer to the questions that are posed in the conversation. Method/Learning strategy Visual learning strategy Could be a real situation for the student Master model to gain time in your classroom 2014-1-ES01-KA201-004401 211 www.gaintime.eu Evaluation Useful exercise where students have the possibility to improve their reading and listening skills and/or repeat basic conversation phrases. Prerequisite for learning Be able to produce and understand basic conversation phrases, both orally and in written form. Learning environment/Resources Preferably an individual exercise. Computer with internet is needed TABLE GUIDE XI TITLE of the Educational Game Conjugation présent verbes simples Sources http://www.logicieleducatif.fr/francais/conjugaison_grammaire/conjugojunior1.php Keywords Verb conjugation, present tense, first verb group of the present tense, ER-verb Target Audience Students of French in secondary education Aim To conjugate verbs of the first group in the present tense (ER-verb). Method/Learning strategy Interactive game where students have to write in the right conjugation of the present tense. The students do not just have to choose the right answer; they also have to write the whole word, which improves their writing/orthographic skills. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 212 www.gaintime.eu Evaluation Guarantor for publication: Gildas Croyal, specialized and qualified teacher and teacher trainer. Prerequisite for learning Basic knowledge of the conjugation of verbs of the first verb group (ER-verb) in the present tense. Learning environment/Resources Preferably an individual exercise. Computer with internet is needed. TABLE GUIDE XII TITLE of the Educational Game Memo-Spiel: Sie verstehen doch Deutsch!? Sources http://www.goethe.de/ins/si/lju/lrn/onl/de10470531.htm Goethe-Institut Keywords Listening comprehension, reading comprehension Target Audience A1-level secondary school students Aim Learning basic vocabulary Method/Learning strategy Visual learning strategy Repetition and passive learning: By not remembering the right place of the words in the chart, the student will automatically hear or/and see the words several times. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 213 www.gaintime.eu Evaluation Useful, funny and motivating exercise to learn/repeat vocabulary. Prerequisite for learning None. Learning environment/Resources Preferably an individual exercise. Could be used as a competition between two students, too. A computer with internet is needed. TABLE GUIDE XIII TITLE of the Educational Game Entdecke Europa! (Let’s explore Europe!) Sources http://europa.eu/kids-corner/explore_de.html (DE) Keywords European Union, member countries, culture, languages, geography, history, famous persons, science, vocabulary Target Audience Students of upper secondary school Aim To test the knowledge of the European Union in a foreign language (German) Method/Learning strategy This board game is about the European Union and the member countries. The student can play as an individual player or with classmates/friends. It’s useful in a German class to practice the language and to repeat vocabulary and lesson material connected to the topic. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 214 www.gaintime.eu Evaluation A helpful game. Good for advanced learners, for practicing the language, developing basic knowledge about the member countries of the European Union. Prerequisite for learning Intermediate or advanced knowledge of a foreign language (German) Learning environment/Resources Tablet, laptop, computer, speakers/headphones, internet Other things to consider The game is easy to use, motivating, funny, attractive, and colourful. TABLE GUIDE XIV TITLE of the Educational Game Uhr ablesen mit Worten (auf Viertelstunden genau) Sources http://learningapps.org/view628916 Keywords Time, clock, hour, minute, German Target Audience Students of upper secondary school Aim to learn to tell the time Method/Learning strategy This is a racing game to practice to tell the time. The students can play it alone or with classmates/friends or other users. The student shall look at the clock and choose the right answer. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 215 www.gaintime.eu Evaluation Easy, helpful, good for beginners Prerequisite for learning Basic knowledge of German Learning environment/Resources Tablet, laptop, computer, speakers/headphones, internet Other things to consider The game is easy to use, motivating, and funny. TABLE GUIDE XV TITLE of the Educational Game I want to learn... Sources http://www.babbel.com/ Keywords Learning foreign languages online. For beginners as well as advanced users (options) 14 different languages. Target Audience Secondary school pupils/students. Aim A. Learning basic words and expressions in the language you have chosen. B. Extending your vocabulary and learning more advanced phrases (advanced learners). Method/Learning strategy Learning words, spelling and pronunciation online. Immediate feedback (no need to wait for the result) Master model to gain time in your classroom 2014-1-ES01-KA201-004401 216 www.gaintime.eu Evaluation The students get immediate feedback, which they seem to prefer, rather than waiting for the teacher to correct tests. Students like such games, because they can use their computers/tablet PCs or mobile phones. It is a simple and effective way of learning new words, and it proves to be quite popular. The students normally compare their scores, which is also a kind of evaluation. Test: The students use the words they have learnt to form sentences and/or they have a test to show how much they have learnt. Prerequisite for learning Internet connection Computers/mobile phones/tablet PCs Introduction to the game (instructions given by the teacher) Skills: A. Beginners should have some basic knowledge of the language. B. Advanced learners are expected to have enough knowledge of the language to use the game on their own. Learning environment/Resources Nothing special, apart from internet connection and a computer/tablet PC or a mobile phone. Can be used in class, at home and pretty much everywhere, provided there is an internet connection. Other things to consider This game is easy to use and very motivating for learners at any age. However, you can use the game for free only to a certain extent; after some time you are invited to register and pay if you want to go using it. TABLE GUIDE XVI TITLE of the Educational Game Digital Dialects Sources http://www.digitaldialects.com/ Keywords Learning foreign languages online. For beginners More than 70 different languages. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 217 www.gaintime.eu Target Audience Secondary school pupils/students or anyone that wants to learn a foreign language Aim Learning basic words and expressions, numbers, colours, alphabets and verb conjugation in the language you have chosen. Method/Learning strategy Learning words, spelling, pronunciation, numbers etc. online. Immediate feedback (no need to wait for the result) Evaluation The students get immediate feedback, which they seem to prefer, rather than waiting for the teacher to correct tests. Students like such games, because they can use their computers/tablet PCs or mobile phones. It is a simple and effective way of learning, and it proves to be quite popular. The students normally compare their scores, which is also a kind of evaluation. Test: The students use the words they have learnt to form sentences and/or they have a test to show how much they have learnt. Prerequisite for learning Internet connection Computers/mobile phones/tablet PCs Introduction to the game (instructions given by the teacher) Skills: some basic knowledge of the language Learning environment/Resources Nothing special, apart from internet connection and a computer/tablet PC or a mobile phone. Can be used in class, at home and pretty much everywhere, provided there is an internet connection. Other things to consider This game is easy to use and very motivating for learners at any age. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 218 www.gaintime.eu TABLE GUIDE XVII TITLE of the Educational Game Online English Sources http://www.ingilizce.tk/ Keywords Distance Education Target Audience Students of High School who study Social Sciences, Language and Maths Aim To learn English online with a variety of exercises and games Method/Learning strategy Interactive games and exercises which enable students to study more on grammar, listening, reading and intonations. Prerequisite for learning Developing English Language Learning Learning environment/Resources Internet Explorer, Presentation, Flash Player, Acrobat Reader, YouTube Master model to gain time in your classroom 2014-1-ES01-KA201-004401 219 www.gaintime.eu EDUCATIONAL GAMES: TABLE GUIDE COLLECTION: "CREATIVE CLASSROOM", MATHEMATICS” TABLE GUIDE I TITLE/LANGUAGE of the Educational Game Fraction BINGO Sources http://www.brighthubeducation.com/middle-school-math-lessons/122210-make-complex-math-simplewith-games Keywords Fraction – addition – subtraction Target Audience Students of first year of secondary school. 14 y.o. Aim students are working with fractions and integers, and they are beginning to learn algebra. Math games will help students master these important math skills that are often needed to solve real life problems. Method/Learning strategy Provide each child with blank, nine-square bingo game cards. Create calling cards by writing a variety of fraction addition or subtraction problems on the calling card. For example: 2/3 – 1/3 and 5/8 + 2/8, and then the teacher will write the answers to the problems on the board such as 1/3 and 7/8. Instruct students to copy the fraction answers from the board onto the blank bingo cards. The teacher will call a fraction addition or subtraction problem. Using a piece of scratch paper and pencil, the students will solve the problem and place their bingo marker on the correct answer on their bingo board. Continue until somebody has a full card and calls “BINGO.” Evaluation Test Prerequisite for learning Knowledge of elements of maths related to the first year of Secondary school Master model to gain time in your classroom 2014-1-ES01-KA201-004401 220 www.gaintime.eu Learning environment/Resources The classroom - bingo game cards. Black board - scratch paper – pencils – bingo markers Other things to consider The teacher has to consider the students with special needs in particular the SLD, giving them the proper instructions. All the students must help each other’s with the support of the teacher. The teacher has to stimulate the problem solving strategy TABLE GUIDE II TITLE of the Educational Game Wolfram Alpha Sources http://www.wolframalpha.com/ Keywords Problem Solving, Mathematics, Learning Target Audience All the Students Aim To gain students the ability to calculate the numbers as quickly as possible Method/Learning strategy/ By using a calculation system called ‘Wolfram’, students will make quick decisions and write what they find to the online site. This will help students develop a deeper problem solving ability. Evaluation Students will pass the other stages after finishing the previous one, so they have to complete the stages one by one so the evaluation is in a process. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 221 www.gaintime.eu Prerequisite for learning Basic Mathematical knowledge Learning environment/Resources Internet Explorer, Presentation, Flash Player, Acrobat Reader, YouTube. TABLE GUIDE III TITLE of the Educational Game Geometries history (History of Geometry) Sources http://ndla.no/nb/node/49713 Keywords Learning geometry Game with tasks, rewards and "games in the game" Target Audience Math students (intermediate level), upper secondary school (17-year-olds) Aim Learning/repeating geometry by doing tasks and exercises. Method/Learning strategy Learning and repeating by playing a game and triggering competitive skills. Immediate feedback (no need to wait for the result) Evaluation The students get immediate feedback, which they seem to prefer, rather than waiting for the teacher to correct tests. Students like such games, because they can use their computers/tablet PCs or mobile phones. It is a simple and effective way of learning and repeating geometry, and the students can compete by comparing results. Excellent tool to prepare the students for a test or an exam, and it is a good idea to use this after a Flipped Classroom session of geometry. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 222 www.gaintime.eu Prerequisite for learning Internet connection Computers/mobile phones/tablet PCs Introduction to the game (instructions given by the teacher, but there is a "help" function in the game as well) Skills: The students should have some knowledge of geometry. Learning environment/Resources Nothing special, apart from internet connection and a computer/tablet PC or a mobile phone. Can be used in class, at home and pretty much everywhere, provided there is an internet connection. Other things to consider This game is quite easy to use, but users should have some knowledge of geometry before they try it. The game can be used many times by the same user, because the tasks given will vary each time. TABLE GUIDE IV TITLE of the Educational Game m-Learning: An experience using the Quizionarium Fernando Manuel Benzinho Ferreira de Melo, 2007 University of Minho Sources http://repositorio-aberto.up.pt/handle/10216/58725 Keywords e-learning, m-learning, education, games Target Audience Mathematics students attending the 8th-grade in Funchal. Aim Learning basic concepts and definitions through the game. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 223 www.gaintime.eu Method/Learning strategy Quizionarium: a game with multiple choice questions. 4 weeks. The first stage regarded the appreciation of the learning evolution which involved basic concepts, related to the themes approached in the game. This would be the most interesting and important part of this study, for it aims to examine the implications of Quizionarium in the learning of basic, though essential concepts inherent to the taught subjects. Evaluation After a period of 4 weeks, during which the experimental group was exposed to m-learning and to Quizionarium, we performed a second test to both groups involved in this project. After that, we assessed the examinations and analyzed the outcomes. Through the analysis of the outcome data, we verified an improvement in the groups’ average grades, which resulted from the work performed in class during this period. Prerequisite for learning Basic mathematics knowledge. Learning environment/Resources Aside from the Flash application (the game), which is also available for mobile devices, there is also a possibility for the teachers to monitor the students’ results, like their score, but also their score of right and wrong answers or which questions got more wrong answers. This project is based on the principle of cooperation, thus it is essential for the teachers to participate, with the introduction of questions (created by themselves) in the game’s database, through its Internet page. As compensation, when a user is playing he will get a wide set of questions concerning a certain subject, thus making the game more motivating. The game is very versatile, and provides different game sets, allowing the user to choose in which theme he wants to play or if he wants only his teacher’s questions. On another hand, the teacher has the possibility of creating games for his students, using only his questions. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 224 www.gaintime.eu To move to the next level, the player will have to answer to 9 questions correctly or answer a mystery question, which will grant him immediate access to the next level, as well as a higher score. But, to every risk there is a consequence so, in case the player fails, he loses one life and the points will be worth only half. The surprise question has an unknown and more difficult theme, which increases the level of complexity. An administrator from the school can validate his teachers and create classes. A teacher will have the possibility of inserting, consulting and changing his questions. He will also have access to a set of reports that indicate the student’s performance in their games. Other things to consider The development of Quizionarium is an ambitious project and therefore involves several elements in its execution. In the current context, it is necessary to create an educational software, mainly to enjoy mobile phones as teaching tools. It is important to make this prototype real, easy and intuitive to all of those interested in its use. TABLE GUIDE V TITLE of the Educational Game “Pythagoras Code” : an educational game for blind and visually impaired students Frederico Diogo Carvalho Ferreira, 2014 New University of Lisboa Sources http://run.unl.pt/handle/10362/14296 Keywords Educational games, interactive learning, hearing interface, Software for blind and visually impaired Target Audience Master model to gain time in your classroom 2014-1-ES01-KA201-004401 225 www.gaintime.eu Blind and visually impaired students from the 9th grade of the Portuguese educational system. Aim The goal of this experience is to develop an educational video game to learn mathematics and motivate learning and promote the motivation of blind and visually impaired students towards mathematics. Although this is an accessible game for blind youngsters, it includes a graphical component to motivate sighted students to play. Method/Learning strategy The learning mode is what distinguishes the game "Pythagoras Code" as an educational tool. The materials included in the game "The Pythagorean Code" are: 1. 2. 3. Probabilities; proportionality (forward and reverse); Functions (1st and 2nd degree). The answers help players progress in the treasure hunt, when solving the exercises for each challenge with the answers that will unlock this track. Each track has information on the location of the next track and the last track reveals the key to the treasure room. This game used 6 monuments to learn and provide several educational opportunities but without overwhelming the player. The game's story was adapted from of adventure and mystery book. Moreover, with the purpose of increasing the students’ motivation without compromising the moments of learning. This game captures the interest and curiosity of students, includes a score system which introduces a healthy competition. If a student answers a question incorrectly, the game will explained (through video and audio systems), the correct way to solve the problem. Evaluation It is important to identify the requirements necessary to make a proper evaluation of the educational games: 1. 2. 3. 4. Level of complexity (usability); the level of teaching and learning needs (effectiveness); time required for students to achieve a good educational performance (efficiency); if the game’s features comply with the proposed educational objectives (functionality). The blind students loved to hear the characters’ voices, indicating an increase in their autonomy, criticizing the fact that obstacles were not easily identifiable. The correction of wrong answers is very important and useful. We found that even students who did not like math played the game to the end. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 226 www.gaintime.eu Prerequisite for learning The game combines age-appropriate elements, such as a story of adventure/treasure hunt and characters with which the students may identify with, contributing to greater motivation to play “O Código Pitágoras”. Learning environment/Resources The materials needed to develop the game: 1. 2. 3. 4. 5. RPG Maker (www.rpgmakerweb.com); Flash Develop (www.flashdevelop.org); FlashPunk (useflashpunk.net); XNA Game Studio (www.dreamspark.com/Product/Product.aspx?productid=3); Group of small images related to each other used in the construction of sets. Other things to consider This game promotes a greater integration of blind and visually impaired students in their classes and on society in general, while allowing them to simultaneously have the same opportunities as their sighted colleagues. TABLE GUIDE VI TITLE of the Educational Game PlayBrighter Master model to gain time in your classroom 2014-1-ES01-KA201-004401 227 www.gaintime.eu Sources http://playbrighter.com/ Keywords Improving students’ skills in mathematics. Improving performance. Individual and team working Target Audience Secondary school pupils/students – 11/12 years old and older Aim Improving the skills in mathematics. Mastering the terminology of mathematics Learning at own pace. Personalization of learning Method/Learning strategy Personalized learning – assigning individual tasks to the students, according to the degree of their progress. Team working, communication and mutual aid. Motivation and formation of positive attitudes towards mathematics as a science. Keeping relationship with the parents. Evaluation - Оценка The game has prepared questions that the teacher can customize and ask their students as a mission that they can perform in a variety of game themes - conspiratorial, journey and laboratory. Upon completion of the mission students accumulate points that allow them to use additional privileges in their profile. The game gives to the teacher precise statistics which can be printed out and sent to the parents. Prerequisite for learning – Предпоставки за учене Internet connection Guidelines and instructions given by the teacher. Good English. Learning environment/Resources – Ресурси за обучение Good Internet connection, computer, tablet or mobile phone (smartphone), multimedia projector. Students can play and gather points both in class and at home. Other things to consider Master model to gain time in your classroom 2014-1-ES01-KA201-004401 228 www.gaintime.eu The game is suitable for children of primary educational level and lower secondary level. It supports both, those who have problems with mathematics education and those who do well. It is motivating and allows to be practiced with mathematics and English. TABLE GUIDE VII TITLE of the Educational Game The Game of Statistical cannon and learning in the context of mathematics and reality Ivone Máximo and Isolina Oliveira, 2014 Universidade Aberta, Portugal Sources https://estudogeral.sib.uc.pt/jspui/handle/10316/25740 Keywords Learning; Mathematics Education; Digital games; Motivation. Target Audience Learning course of Solar Thermal System Technician between the age of 16 and 24 years of age and masculine gender. Aim Method/Learning strategy The project consists of the application of digital games in mathematics classes, studying measures of central tendency, measures of dispersion and two-dimensional distributions (graphical and intuitive approach). The students work in groups and each game contains a guide with the rules, educational goals, and tables to complete with the scores and questions to answer during the game. This game allows to combine entertainment with learning statistical concepts and has some steps, such as: 1. 2. 3. 4. exploration of the game's rules; formation of work groups; analysis of the task within this game (from an elaborated script); debate and articulation of the game's objectives. Evaluation The results show that digital games in formal learning environments promote the understanding of concepts, increase interest and motivation to learn mathematics. Prerequisite for learning Master model to gain time in your classroom 2014-1-ES01-KA201-004401 229 www.gaintime.eu Previous knowledge of mathematics and technologies. Learning environment/Resources A multimedia educational software. Other things to consider The opinion of the students was very positive comparing with the expectations. Although only 38% of students stated that this game contributed to the increased interest in mathematics, 62% said it was the same thing. However, no students mentioned any decrease of interest. The students participated actively in the organization of debates and articulation of ideas. Only one student failed to answer the questions. This activity allowed a better understanding of the content and a dynamic, motivating and interactive learning. It has been proved that the use of digital games is beneficial for students in mathematics education. TABLE GUIDE VIII TITLE of the Educational Game ExitTicket Sources http://exitticket.org/ Keywords Improving the skills of students in mathematics. Improve results. Individual and group work. Target Audience Secondary school pupils/students – 11/12 years old and older Aim Checking student achievements in real time Master model to gain time in your classroom 2014-1-ES01-KA201-004401 230 www.gaintime.eu Accelerating achievements by differentiating instructions in real time Check how students understand educational content. Tracing the level of class. Method/Learning strategy Personalized learning - assigning individual tasks to the students, according to the level of their progress. Immediate feedback and opportunity for correction. Self-evaluation and comparison of results. Sharing of results between teachers. Evaluation ExitTicket is a quick check system of the knowledge that can be applied to all subjects. It enables the teacher to see the extent of the acquired knowledge, which is obtained in class or at home in real time. The system has the ability to track the progress of a student or the entire class. Prerequisite for learning Internet, mobile devices, teacher registration, questionnaire Guidelines and instructions given by the teacher. Technical knowledge. Learning environment/Resources Good Internet connection, computer, tablet or mobile phone (smartphone), multimedia projector. ExitTicket runs on Internet connected common classroom technology with BYOD or 1:1 devices for each student. Other things to consider The platform integrates with Class Badges. It allows the teacher to award badges as a reward to quickly advanced students. All teachers are able to apply for an ambassador, after passing beginner and advanced training courses. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 231 www.gaintime.eu EDUCATIONAL GAMES: TABLE GUIDE COLLECTION: "CREATIVE CLASSROOM", MUSIC, DANCE” TABLE GUIDE I TITLE of the Educational Game Flamenco Sources http://ares.cnice.mec.es/flamenco/ Keywords Flamenco, music Target Audience Students of secondary education who study or want to study music and its history Aim To learn about flamenco and the history of music by means of a game. Method/Learning strategy Interactive game of adventures and which interactive activities related to Flamenco Evaluation Questions follow each content it is explained to the students and teachers can evaluate if the concepts are clear or need to be reviewed Prerequisite for learning No Learning environment/Resources Internet Explorer, Mozilla/Firefox JAVA Flash Player 7; Acrobat Reader. TABLE GUIDE II TITLE of the Educational Game Master model to gain time in your classroom 2014-1-ES01-KA201-004401 232 www.gaintime.eu Musiqueando / Playing music Sources http://contenidos.educarex.es/mci/2006/33/PrecargaPresentacion.swf?utm_source=tiching&utm_medi um=referral Keywords Music, instruments, dance, Target Audience Spanish secondary students who study the history of music and dance Aim To learn about the history of music an musical instruments Method/Learning strategy Using the Trivial game model , students learn about music and dance and their history Evaluation Questions follow each content it is explained to the students and teachers can evaluate if the concepts are clear or need to be reviewed Prerequisite for learning Basic knowledge of music and Spanish language Learning environment/Resources Internet Explorer, Mozilla/Firefox JAVA Flash Player 7; Acrobat Reader. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 233 www.gaintime.eu TABLE GUIDE III TITLE/LANGUAGE of the Educational Game JamClass HD / English Sources http://www.telegraph.co.uk/education/educationnews/10708756/Class-of-tomorrow-theresmore-to-tech-than-games.html Keywords Music – Guitar – Instrument – Lessons - Bass Target Audience Students aged 9 to 13 Aim Learning Subject: Music field/ skills: Playing instruments Specific Goals: playing famous songs songs fast, easy, and accurately. Method/Learning strategy Pupils work in groups of four in separate “pods”, each of which houses an iPad and Alesis docking station connected to a keyboard, which is wired up to a JamHub. Pupils can play keyboard guitar, bass or any live instrument or vocal sound, and each pupil has a set of headphones to create their own mix. Evaluation While performing what they are learning. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 234 www.gaintime.eu Prerequisite for learning No prerequisites, it has beginner, intermediate and advanced level. Learning environment/Resources iPad, keyboard, classroom. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 235 www.gaintime.eu Master model to gain time in your classroom 2014-1-ES01-KA201-004401 236 www.gaintime.eu Other things to consider Where it gets really clever is that each pod is wired to one central teacher console, which allows me to listen in and talk back to them about how they are progressing. Pupils can also listen to other peer groups. EDUCATIONAL GAMES: TABLE GUIDE COLLECTION: "CREATIVE CLASSROOM", SCIENCE, TECHNOLOGY” TABLE GUIDE I TITLE of the Educational Game El problema de Einstein / Einstein’s problem Sources http://ntic.educacion.es/w3/eos/MaterialesEducativos/mem2003/logica/ Keywords Logic , logic laws, deductive calculation , physic, modern physics Target Audience Students of secondary education with knowledge of logic and physics Aim To learn about Einstein’s theory using logic Method/Learning strategy Interactive game and which shows theoretical and interactive activities related to Einstein theory . Theory is shown and it is followed by exercises the students have to reply Evaluation Each step, each question of the game shows if the student has understood the concept and if the teacher needs to review or not . Master model to gain time in your classroom 2014-1-ES01-KA201-004401 237 www.gaintime.eu Prerequisite for learning Basic knowledge of Physics Learning environment/Resources Internet Explorer, Mozilla/Firefox JAVA Flash Player 7; Acrobat Reader. TABLE GUIDE II TITLE/LANGUAGE of the Educational Game Historias del Cielo. Astronomía a través de los mitos / Spanish – Histories of the sky – Astronomy through myths Sources http://ntic.educacion.es/w3/eos/MaterialesEducativos/mem2009/historias_del_cielo/index.html Keywords Milky Way. Constellations: Eagle, Argos, Auriga, Bootes, Centauro, Swan, Coma, Corona, Southern Cross, Dolphin, Draco, Eridano, Hercules, Hydra, Lira, Ursa Major, Ursa Minor, Triangle, Aquarius, Aries, Cancer, Capricorn, Scorpio, Gemini, Leo, Libra, Ophiuchus, Pisces, Sagittarius, Taurus and Virgo. Mythological legend of Perseus and Orion mythology legend with the astronomical description of the stars involved in them. Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune and Dwarf Planets, all with curios, photographs, astronomical description, related myth, activities and some artwork, painting or sculpture in which appears the planet considered . Target Audience Students of secondary education who study science range 12-17 Aim To study astrology and related myths Method/Learning strategy Interactive game which shows theoretical and interactive activities where planets and myths are related . The game is designed to be used after the subject about planets have been presented by the teacher so it reinforced the theoretical part taught by the student in a more dynamic way , making the learning more active. Moreover by linking planets to myths, history and science are combined Evaluation The students knows his/ her performance after each step of the game, he can play again or look for the solution, there is a final score Master model to gain time in your classroom 2014-1-ES01-KA201-004401 238 www.gaintime.eu Prerequisite for learning Basic knowledge on Science and Mythology and about the use of Macromedia tools Master model to gain time in your classroom 2014-1-ES01-KA201-004401 239 www.gaintime.eu Learning environment/Resources Macromedia Flash5 y Swish. Adobe photoshop 5.5 Corel Draw 8 + Corel 8 ClipArt Microsoft Word + ClipArt & Fonts II for Windows 95, US Dreams Inc. Other things to consider No specific skiils are needed to play the game. It reinforces content so it is useful as a review after the unit has been taught. TABLE GUIDE III TITLE of the Educational Game Juegos didácticos Proyecto Newton (Didactic Game , Newton Project ) Sources recursostic.educacion.es/newton/web/juegos.php Keywords Electric current, Electrical Phenomena, Heat and Temperature, Heat engines and Machines, Linear momentum , Matter, Movement, Optics, Pressure,Rectilinear movement, the magnetic field , work power , energy Target Audience Students of secondary education , who study physics and chemistry Aim Learn about Chemistry and Physics with games Method/Learning strategy Interactive games and which shows theoretical and interactive activities related Chemistry and Physics Master model to gain time in your classroom 2014-1-ES01-KA201-004401 240 www.gaintime.eu Evaluation It is very useful to review and practice the units previously taught in class , after the results the teacher knows if he / she needs to review any concept Prerequisite for learning Previous basic knowledge of Chemistry and Physics Learning environment/Resources Internet Explorer, Mozilla/Firefox JAVA Flash Player 7; Acrobat Reader. TABLE GUIDE IV TITLE of the Educational Game Our Virtual School Sources http://www.sanalokulumuz.com/fen-ve-teknoloji Keywords Science and Technology Target Audience Students of High School Aim To develop interest and learn more about Science and Technology Method/Learning strategy Finding lectures on Science and Technology Lecture page enables students to revise or learn the topics when they are missing the course. Using presentations, videos, different kinds of exercises are among the methods used in this activity game. Developing problem solving and creative thinking are the learning strategies used in the mentioned game. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 241 www.gaintime.eu Evaluation Lecture topics with sample questions will allow the students to consolidate solutions for the next steps. Prerequisite for learning Having basic knowledge about Science and Technology. Learning environment/Resources Internet Explorer, Presentation, Flash Player, Acrobat Reader, Edius TABLE GUIDE V TITLE of the Educational Game Feed the Dingo Sources http://pbskids.org/plumlanding/index.html Keywords Natural Sciences, balanced ecosystems Target Audience Students, 7-12 years old Aim The subject of the learning scenario is related to the curriculum for: - Natural Sciences Biology, Zoology, Ecology Here are suggested ways to engage students with this interactive and with activities related to biodiversity and ecosystems. Method/Learning strategy Acquisition (I will explain content to the learners) Imitation (I will show the learners how to do things related to this subject) Participation (I will organize sessions in which learners will discuss for learning a specific subject and I will facilitate the interaction between them) Master model to gain time in your classroom 2014-1-ES01-KA201-004401 242 www.gaintime.eu Experimentation (I will Organize activities in which Learners will understand, Learn how-to, practice, and exercise) In the game students have to build and maintain a desert ecosystem. The game begins with a blank slate to which students have to add plants and animals. The game plays out over twelve virtual days. Scenes – desert, inhabitants of the desert ecosystem Before the game: In the classroom, online; Instruction and talk about the desert ecosystem During the game: In the classroom online, Discuss options, group work, guidance by the teacher After the game: In the classroom online, Overview, discuss results. Evaluation Examples on how learning impacts will be measured: Group discussion Project based assignment Feedback from students Prerequisite for learning Previous skills, such as English reading Interdependent Relationships in Ecosystems Learning environment/Resources - Material / model for observation and repetition of others’ experience Asking Questions and Defining Problems Obtaining, Evaluating, and Communicating Information One classroom Other things to consider Support Materials and Educational Standards Master model to gain time in your classroom 2014-1-ES01-KA201-004401 243 www.gaintime.eu TABLE GUIDE VI TITLE of the Educational Game Educational potential of commercial games in the natural sciences Andrea Iliana Martins Junqueira, 2010 University of Porto, Natural Sciences Sources http://ensino.wix.com/ensino repositorio-aberto.up.pt/bitstream/10216/59009/1/000143909.pdf Keywords Digital games, technological devices, natural science Target Audience The game was applied in three schools in the Aveiro district: 1. 2. 3. Escola Secundária João da Silva Correia; Escola Secundária da Mealhada; Escola Secundária de Vale de Cambra. Aim The goal was to verify whether commercial digital games can be adopted in the educational context and if it benefits the student’s learning process. Method/Learning strategy Game in the classroom context, divided in 3 lessons. The game’s goal is to develop a microscopic unicellular organism, reaching different complexity levels in order to achieve an earthly environment. The next goal is to create a tribe and develop it so that it can reach the city. At last, conquering the Universe! Throughout this game, the students recreate evolution processes in different life forms, in the conquest of the earth environment, the creation of tribes and civilizations and conquest of the universe. Evaluation The assessment method was regular, and the goal was to determine the influence of participating in the game. Given the students’ grades, we did not find any clear pattern concerning the influence of the game. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 244 www.gaintime.eu Prerequisite for learning Basic science knowledge. Learning environment/Resources To develop the activity is required a computer and a game – “Spore” This game was developed for Electronic Arts Inc. (EA) in 2008 for children over the age of 12. The game was chosen based on the following criteria: 1. 2. 3. 4. Suitability concerning the syllabus of Natural Sciences; the graphical aspect; the narrative; navigation. Other things to consider Commercial digital games can be successfully introduced in Portugal’s education system and increases the student’s motivation, knowledge acquisition and maintenance if a suitable syllabus is adopted and monitored. Given the outcomes, we believe that digital games may be considered educational tools, capable of improving the learning process in the Natural Sciences subject. TABLE GUIDE VII TITLE of the Educational Game The multimedia game as a cooperative and collaborative work tool Cátia Magalhães, Fátima Oliveira and José Alberto Lencastre, 2014 University of Minho Sources https://estudogeral.sib.uc.pt/jspui/handle/10316/25740 Keywords Collaboration, Cooperation, Motivation, Positive Competition, Game Master model to gain time in your classroom 2014-1-ES01-KA201-004401 245 www.gaintime.eu Target Audience 12th grade, 2nd and 3rd semester of science and technology and visual arts classes. Aim With the application of this game we tried to: 1. 2. 3. 4. 5. 6. promote collaborative/cooperative learning intra-class; explore the Scratch programming software as a Multimedia system; explore image editing software / video and sound treatment; explore the Web 2.0 tools for inter-class interaction outside the classroom context; promote cooperative learning to improve the positive competition; promote cooperative / collaborative learning as a motivational strategy. Method/Learning strategy The scratch was used to create the game, using simple and intuitive programming and multimedia areas. Scratch enables the creation of stories, animations, simulations, games and other multimedia products with resource to sets of colourful blocks placed in a relational way (script), has if creating a project with LEGO blocks. The game has 4 levels, in similar scenarios to school and with characters created from the students' photographs. The goal is to end the zombie invasion in school and the main character to overcome obstacles/challenges that emerge throughout the game with the help of an NPC (Non-Player Character). Evaluation In this experience were used several techniques for data collection, such as observation-investigation, interviews and analysis of a portfolio. With this activity had positive effects gradually. We concluded that students were motivated and increasingly autonomous in seeking information for their problems. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 246 www.gaintime.eu Prerequisite for learning For this task, we required a computer, internet and computer knowledge. Learning environment/Resources The interaction between groups was performed using Web 2.0 tools, including Facebook, Drop box and Moodle. Other things to consider The games are considered a pedagogical tool with strong potential to achieve goals. The project was divided into tasks: 1. 2. the class of Visual Arts created the images (scenarios and characters), sounds and promotional videos; the class of Science and Technology developed the game's programming. The pedagogical goal based in the promotion of cooperative inter-class learning was achieved, and the scratch proved to be a good programming tool, but with limitations on the media level. TABLE GUIDE VIII TITLE/LANGUAGE of the Educational Game Electric Circuits – English. Sources https://www.london.gov.uk/sites/default/files/the_flipped_classroom.pdf Keywords Cells, Coulombs of Charge, Ammeters, Lightbulbs. Target Audience Year 9 students. Aim Learning Subject: Electric circuits. field/ skills: Physics. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 247 www.gaintime.eu Specific Goals: Learn how electricity works through a role play. Method/Learning strategy Watching videos and enact a role role play where the students played the part of “Cells”, “Coulombs of Charge”, “Ammeters”, “Lightbulbs”. The “Coulombs” (laminated signs around their necks) had to collect Joules (laminated pictures of weetabix) from the 1V “Cell” (another person holding a tray of Joules) and work out how to deposit them in the “Lightbulb” trays, given a number of different series and parallel configurations. The “Ammeters”, placed in different locations counted the “Coulombs” in a time period and worked out the current. Then, completed questions on series and parallel circuits, which were corrected in real time. Evaluation In the real time. Prerequisite for learning Basic knowledge about electricity –learnt through the video. Learning environment/Resources Computer with Internet, classroom, laminated signs, trays. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 248 they www.gaintime.eu Master model to gain time in your classroom 2014-1-ES01-KA201-004401 249 www.gaintime.eu Other things to consider The role play plays a motivational factor as it is practical and students can see it in the real time, so it reinforces the memory. TABLE GUIDE IX TITLE/LANGUAGE of the Educational Game Momentum - English Sources https://www.london.gov.uk/sites/default/files/the_flipped_classroom.pdf Keywords Collisions, Explosions, Velocity, Kinetic Energy, Centre of Mass, Momenta Diagram. Target Audience Middle ability Year 10 class. Aim Aim: to study Physics and learn how concepts such as velocity, mass… influence objects. Specific Goals: work in groups, ICTs use. Method/Learning strategy Watching videos for homework and, following these, complete in groups a practical on ‘Collisions and Explosions’. Afterwards, complete an IT worksheet on Phet Collision Lab, and the subsequent lesson was to complete the booklet question on Collisions and Explosions with teacher and peer support. Evaluation Master model to gain time in your classroom 2014-1-ES01-KA201-004401 250 www.gaintime.eu Simultaneous to the lessons’ activities. Prerequisite for learning Doing the homework: watch a video, write their own notes and complete 10 Multiple Choice questions. Learning environment/Resources Computer with Internet, Classroom. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 251 www.gaintime.eu Master model to gain time in your classroom 2014-1-ES01-KA201-004401 252 www.gaintime.eu Other things to consider At the begginig some students found the homework a bit hard but, after some support, the misconceptions were addressed more efficiently. TABLE GUIDE XI TITLE/LANGUAGE of the Educational Game Converging Lens Ray Diagrams - English Sources https://www.london.gov.uk/sites/default/files/the_flipped_classroom.pdf Keywords Ray Diagrams, Convex Lens, Converging Lens, Properties of the Image, Curved Mirror. Target Audience Year 11 students. Aim Learning Subject: Physics – Ray Diagrams. Specific Goals: learning Physics through ICT use and practical work. Method/Learning strategy Homework was to watch and make notes on the first half of goo.gl/oYzvuz (up to 6:20), making sure they drew all the diagrams. The followup activity in class was to check knowledge of key terms (e.g. ‘principal axis’) and then get straight on with some questions to construct ray diagrams, which extended to producing virtual images. Plus, students drew an object on tracing paper which was illuminated with a lamp, then used a converging lens of known focal length, a screen, and a metre rule to investigate the properties of the image for different object distances. Evaluation Master model to gain time in your classroom 2014-1-ES01-KA201-004401 253 www.gaintime.eu Students’ progress was monitored in realtime, mistakes were corrected, and those who finished quickly were given a task to draw a ray diagram for a curved mirror (beyond our syllabus). We then reinforced the conclusions about the image properties for different object distances. Prerequisite for learning Basic Physics. Learning environment/Resources Computer with Internet, classroom. Other things to consider Having saved time by not having to explain how to draw the ray diagrams, plenty of time was then available to do a practical to verify the results from the ray diagrams. TABLE GUIDE XII TITLE/LANGUAGE of the Educational Game Moments - English Sources https://www.london.gov.uk/sites/default/files/the_flipped_classroom.pdf Keywords Mass, Balance, Centre of mass, Toppling point, Stability and Units. Target Audience Year 11 students. Aim Learning Subject: Physics. Specific Goals: learning about masses and balance of the objects in a practical way. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 254 www.gaintime.eu Method/Learning strategy Homework was to explore the Phet Balancing Act simulation goo.gl/O7Zpks. As the simulation was used, students were asked to consider if there was more than one way to get two objects with identical masses to balance? They were then asked to get two objects with different masses to balance. In completing this exercise, pupils were building a recognition that what might be common sense given experience of levers or time on seesaws could be explained numerically. In the followup lesson, pupils were immediately presented with meter rules pivoted at the centre with moveable masses to be placed at various points. Firstly pupils were asked to calculate where known masses could be placed to allow the ruler to balance, and then, as a final challenge, to establish the mass of an unknown object. Evaluation Simultaneous to the activities. Prerequisite for learning Watching the videos. Learning environment/Resources Computer with internet, classroom, meter rules. Other things to consider The same topic could be taught using, for example, a Pathe video clip of doubledecker bus toppletesting. Using an interesting reallife example, pupils can be asked questions about concepts such as centre of mass, toppling point, stability and units without previously covering them in class. Any followup practical in class, or written problems are then quick to implement with pupils having already been introduced to the ideas. TABLE GUIDE XIII TITLE/LANGUAGE of the Educational Game Serious EdGames (SEdG) / English. Sources Master model to gain time in your classroom 2014-1-ES01-KA201-004401 255 set, www.gaintime.eu http://www.ucisa.ac.uk/blog/?p=914 Keywords Environment, Plot, Land, Law, Applications, Control Target Audience University students. Aim SEdG is a game developed for built environment professionals with the aim to develop students’ understanding of topics that include planning law, planning applications and planning controls. Method/Learning strategy The learners use an avatar to explore and survey a plot of virtual land with the goal of deciding alignment of a trunk road. Developed using Construct 2, the game also presented students with a series of questions to respond to. These are presented as a basketball game with a correct answer resulting in a ball through the basket and an incorrect answer resulting in a miss. Evaluation During the game, it gives students simultaneous feedback. Prerequisite for learning Be a university student wanting to become an environment professional. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 256 www.gaintime.eu Learning environment/Resources Computer with Internet. Other things to consider Student responses to the project evaluation were mixed; 47% of the respondents agreed that they enjoyed learning through SEdG more than they did through traditional methods, whereas 21% disagreed. Other evaluation findings included 29% learners stating that the game facilitated more focused learning compared to books as opposed to 24% who didn’t. 29% of respondents said that the game helped them retain information as opposed to 24% who didn’t. Master model to gain time in your classroom 2014-1-ES01-KA201-004401 257 BE CREATIVE BE INNOVATIVE FLIP TO GAIN TIME Project Number 2014-1-ES01-KA201-004401 This project has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.