Showing posts with label EDUCATIONAL GAMES. Show all posts
Showing posts with label EDUCATIONAL GAMES. Show all posts

Tuesday, 29 March 2022

A visit from France

 As a result of our eTwinning projects "Learning maths as a universal language" and "experimenting on maths together" , a French high school Institut Lemonier has been visiting us from 03/22 to 03/26.

During those days 20 students from our 4º ESO and 12 students from France have develop a lot of activities together such as a t-shirts workshop using nasrid tiles for the design, a guided visit to our city, a day trip to Granada to see the nasrid tessellations in their real enviroment, a workshop about arches , a mathematical walk using mathcitymaps.a tresure huntingin Hellín and a visit to Toledo to see arches in real contexts.

Students from both countries have had the opportunity of speak in English in a real situation, to start a friendly relationship, to open their minds about Europe and international collaboration. it has been a great experience!














Friday, 14 February 2020

WE PLAY KAHOOT IN CLASS OF SOCIAL SCIENCES (Friday, 14th February 2020).

We play Kahoot in our lessons of Social Studies, our students learn how to ask good questions and design pictures of Geography. I recently provided them with an opportunity to produce games in classroom of Social Sciences. There’s a lot to like about Kahoot: it’s free, capable of working on tablets, smartphones, and computers, and (as your students will surely agree), it’s a super engaging, user-friendly way to check for understanding. Used it in classroom!


(Jorge is playing Kahoot with his classmates of Geography 
about Natural Environments in Spain and Castilla-La Mancha. Good job!)

Friday, 24 January 2020

CREATE COMICS IN CLASSROOM. (Friday, 24th January 2020)


We can create comics in classroom; it is online and free for Teachers and Students. I usually use Bitstrips online in Facebook to create my digital units, but here you have ten online sites to create online in classroom or at home to develop your lesson. Enjoy it!

ArtisanCam not only allows you to create online comics, but it is also a very complete art site that allows users to learn about the different art forms, all with a very simple interface for anyone with internet access.

MBC is the perfect place to create your own comic strips. This site offers you a large number of characters with different aspects and the possibility of writing your own texts and exploring different possibilities.

SuperHero Squad is a site designed to entertain and educate children using the Super Hero Squad library of Marvel characters, including Iron Man, Wolverine, Thor and Hulk.

Using the new Click-n-Drag Comics technology, Pixton offers anyone interested the possibility of creating excellent comics on the web, including from fully customized characters to dynamic panels.

Strip Generator has a very interesting editor that allows you to create black and white comic strips for those who don't know how to draw. With a very simple drag and drop system you can choose backgrounds, characters and much more.

Friday, 13 December 2019

OUR STUDENTS PRODUCED AND PLAYED KAHOOTS IN CLASS OF SOCIAL CIENCIES



(Here our student Cristian is presented his Kahoot in classroom to their classmates)

The Student produced Kahoot and Learning How to Ask Good Questions 

With Kahoot, our students learn how to ask good questions and they are more inclined to make new connections and meaningful discoveries. To help my students learn how to ask good questions, I recently provided them with an opportunity to produce games in classroom of Social Sciences. There’s a lot to like about Kahoot: it’s free, capable of working on tablets, smartphones, and computers, and (as your students will surely agree), it’s a super engaging, user-friendly way to check for understanding.

Teacher Rafa. (Friday, 13th December 2019).



Friday, 8 November 2019

WHAT IS KAHOOT?


Kahoot is a free game-based learning platform that makes it easy to create, share and play learning games or trivia quizzes in minutes. Unleash the fun in classrooms, offices and living rooms. Teachers and students can learn playing in classroom with yours computers, laptops, tablets or mobile phones in a funny way. Do it and enjoy together!

Friday, 18 October 2019

This week  1ºBach bilingual students have been working strength with games such as:

 1. Riders and horses: Players form pairs. One of them is horse and the other one is rider. Horses form a circle, and each rider is placed behind his horse. At a sign, riders ride on their horse and have to do five squats. When they finished, teaches gives another sign and riders have to get off the horse and run a whole turn around the circle and reach their horse. The last one will lose.

2. Deadline: Players form pairs. Each partner puts in front of the other one. They are separated by a line. When teacher says a signal, they take partner's hand and they have to get the opponent crosses the line. If his opponent crosses the line, he will lose.

TEACHERS! Gamify your classroom with these 5 amazing tools.


Here are five incredible live tools that keep your students motivated.  Gamify your classroom with these popular game apps. Educational game tools mentioned in this video are:

- Quizlet.
- Kahoot.
- Classcraft.
- Plickers.

- Padlet.

Play, learn and enjoy!

Friday, 11 October 2019

WHAT IS GAMIFICATION?


“Gamification” /ˌɡeɪmɪfɪˈkeɪʃ(ə)n/ is an educational approach to motivate our students to learn by using video games design and game elements in bilingual learning environments. The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games that make those games fun and motivate players to continue playing, and using those same elements in a non-game context to influence behaviour. In educational contexts, examples of desired student behaviour which gamification can potentially influence include attending class, focusing on meaningful learning tasks, and taking initiative.