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PROJECTS

​"Education is the most powerful weapon which   you can use to change the world". Nelson Mandela
TASK 1: INFORMATION MAP (TPACK-ACAD)

This week we had to make an information map about the concepts TPACK and ACAD. For this, we have decided to use an idea web graphic organizer to represent the concepts and then we have printed it as if it were a poster to present it in class by the stars. Moreover, if you want to know more about the task, you can find the information about how we develped it on the "roles" headland.

POSTER                                                                                       

STARS

PAULA

RAQUEL

The five esential concepts related with the task we have done this week are:

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TPACK:(Technological Pedagogical Content Knowledge) it is a framework which objective is the use technologies in education. There are  three components, content, pedagogy and technological knowledge.

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ACAD: (Activity Centered Análisis and Design) it is a framework that is based in a way to organize in order to facilitate learning. It has three components that are: set design, epistemic design and social design.

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Technological knowledge: it is one of the three components of the TPACK. It is the ability to use technological devices such as computers or software.

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Content knowledge: It is about what the teacher is trying to communicate with their students. For example, if you are an english teacher then you will make sure that your students speak fluently. It also includes science, social and language arts and so on.

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Pedagogical knowledge: it  expresses the mastery of teaching, it is based on how to teach in order for students to comprehend the information that the teacher teaches to them.

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STUDY BUDDIES
- best thing of the presentation: the organization and structure, and visually (easy to understand).
- To improve of the poster: more colors and drawings. 
- The best of the presentation: fluently and clear, they knew all the presentation. 
- To improve of the presentation: shorter, it was too long for 7 minutes. 

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COCONUT GROUP
- the best of the poster: well structured. 
- To improve the poster: more profesional and better looking. 
- The best of the presentation: they knew all the presentation and the were fluent.
- To improve of the presentation: longer, too short, the have time left to reach 7 minutes.

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TINKIWINKIS
- the best of the poster: original and fun to see.
- To improve of the poster: organization  and better structured. 
- The best of the presentation: good information. 
- To improve the presentation: the did not quite learn the presentation.

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SEE YOU IN THURSDAY 
- the best of the poster: very original.
- To improve of the poster: more professional. 
- the best of the presentation: all information, it was very complete.  
- To improve of the presentation: know more the contents.

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WILD CATS
- the best of the poster: the colors and the letters.
- To improve of the poster: less information, more outlined.
- The best of the presentation: all the content. 
- To improve of the presentation: more fluent and louder. 

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PUZZLE TEAM 
- the best of the poster: they were clear. 
- To improve of the poster: more coherence with the posters.
- The best of the presentation: very fluent.
- To improve of the presentation: nothing. 

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ICT TEACHERS 
- the best of the poster: it was well deocrated.
- To improve of the poster: bigger and less information (more outlined)
- The best of the presentation: they knew all the contents. 
- To improve of the presentation: it could be more entretaining. 

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POTENTIAL TEACHERS
- the best of the poster: all.
- To improve of the poster: nothing.
- The best of the presentation: they knew all the presentation.
- To improve of the presentation: nothing.

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Click here to read our presentation

about TPACK and ACAD!!!!

TASK 2: POTENTIALITIES OF THE DIGITAL IN THE CLASSROOM 

This week our task was to create a comic in the style of 13, rue de percebe. In addition, in the comic we had to add four potentialities of ICT in a classroom. Therefore we had to read the document (Lemke 2010) and this week's star (Lucia) had to explain and reflect on them from the comic and how the comic is related to the potentials. To know more about the work of each one you can go to the roles section. Thank you :)

LUCÍA

The style we did was "13 Rue del Percebe Style". To represent the main potentialities of the ICT in this classroom with this style, we decided to represent this building as a school, except for one square which is a student's room. 

 

In the comic we find the girl confined and making a video call to continue with her classes. After the situation in which we live , with covid, these ICT, zoom or google meet have opened the doors to teaching, making this pandemic to not stop us and continue with the classes.

 

There is a classroom in with they are having a chemistry class through the explanation of the teacher and a video on youtube. All these videos or tutorials on youtube facilitate learning and it is a more entertaining way of learning. We also put some students playing Kahoot.  Kahoot and other websites with this kind of games, are also a very entertaining way of teaching and learning, which motivates children to pay attention in class and participate.

 

We can see some students  presenting a project using ICT resources, which shows the importance of children knowing about these resources and learning how to use them in order to make presentations of their projects more dynamic and entertaining. 

 

In general, the whole comic deals with the theme of technologies, as we can see how in the stairs and corridors the children have mobiles and talk about social media, because that is how it is in real life. Finally we also mentioned wifi, since we think it is the key to all ICTs, and it’s of vital importance at school.

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STUDY BUDDIES LEMKE EVALUATION (from best to worst)

 

CLARITY—>Puzzle Team; Wild cats; ICTeachers; See you on Tuesday; Potential teachers; Coconut…; Tinky Winkies

 

REASONING: 

1. Puzzle Team had a very clear idea of what they wanted to show.

2. Tinky Winkies had too much of a simple project and we still got a bit lost during the explanation

3. They were all quite clear. However, there were little differences that made us decide for a group or another to be higher on the list.

 

CONCEPTUAL—> See you on Tuesday; Coconuts…; ICTeachers; Puzzle team; Wild cats; Potential teachers; Tinky Winkies

 

REASONING:

1.See you on Tuesday were very creative with what they wanted to represent with their comic taking into account that cave art is very disconnected from the topc of technology.

2. Tinky Winkies weren’t very creative with their type of comic considering ICTeachers had the same type of comic and their project was thoughtful and much more creative.

3. Potential teachers was very difficult to rank because they had a very hard type of comic (just like See you on Tuesday) but they repeated the same images and symbols way too many times to be ranked alongisde other groups.

 

DIFFICULTY ON CREATION—>Potential teachers; See you on Tuesday;  ICTeachers;Puzzle team; Coconuts…; Wild cats; Tinky Winkies

 

REASONING:

1.Although the overall creation could have been better, the difficulty Potential Teachers had to face with the hieroglyphics was impossible to deny.

2. Tinky Winkies ranked the lowest again due to the fact that the project was just too simple.

3. See you on Tuesday was also a favorite for this category. Cave art was also a really hard ‘‘type of comic’’.

 

FAV.—>Puzzle Team; ICTeachers; see you on tuesday; Modern comic; Hieroglyphics; Wild cats; Tinky Winkies

 

REASONING:

1.Puzzle Team was just brilliant. At everything. If the topic wasn’t Super heroes Comics (which is an easy one in comparison with other comics), they would’ve won in every single category for sure.

2. We don’t hate Tinky Winkies at all, but their project, once again, was too simple in comparison with other groups.

3. ICTeacher’s rhymes within their text was a brilliant take and needed some kind of recognisition.

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TASK 3: EXPLORING TASKS WITH DIGITALS FOR PRIMARY SCHOOL CHILDREN

This week our job was to use an activity, research it and then present it. 

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This task we are going to present consists of making a jigsaw, through an internet page using

a drawing you’ve previously made. It would be adequate for almost every subject due to the

fact that students have to draw a picture of whatever they want. This can include drawing

about science (animals, planets, plants, etc), mathematics (numbers), music (music piece),

physical education (a sport, a ball), social languages (vocabulary, grammar rules, etc) and,

obviously, arts and crafts because the main activity is to draw. In addition, ict is also

implemented in this activity since the pupils will have to know how to handle the programme

needed to convert the drawing into a jigsaw.

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In fact, this type of activity can be for any level, as it is not an activity that requires a lot of

knowledge, but rather spatial vision. Moreover, the difficulty of the jigsaw can be chosen,

being easier or more difficult depending on each student. It can also allow children to develop

their creativity, as they draw the images that will eventually form the jigsaw. Because of this,

the recommended age for this activity would be from 7 to 12, but it could be done with any

child regardless of their age.

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The objectives of the Bloom taxonomy are: remembering, understanding, applying, analyzing, evaluating and creating. 

 

One objective that fulfills the bloom taxonomy and is at the top of the pyramid is to create: they make their own drawings, which are completely original in order to create a puzzle using a website. They also analyze and evaluate, in what sense? They criticize or think about whether their drawing is right, whether they would change anything. They also analyze and take into account the level of their classmates when choosing the difficulty of the jigsaw.

 

They understand and apply the knowledge they remember. They have to use their understanding to complete and solve the jigsaw. See which pieces fit together, using the picture as a reference to help them. Understand which pieces would fit and why. They apply their knowledge beforehand when drawing and learn to use the computer when downloading or scanning images and uploading them to a page, as well as having to set up a configuration of the type of jigsaw they want to do.

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The technology used in this task is a computer, maybe a scanner too and the paint software if you want. Everything is related to images and how to make and program a puzzle through an internet page.  They also should  use the Jigsaw planet, which is on the internet (to create the jigsaw) www.jigsawplanet.com 

We would be using photo cameras/mobile phones, Internet access as well as computers and. in some cases, printers and laminators. We would be working with images since we’d be taking pictures of many things and making jigsaws out of them.

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They don’t only need paper to paint, but also they could use other apps or paint software to make it different. Plus, they start to understand how to pass an image from paper to digital type and how to register an internet page and configure things to decide the type of puzzle.

Making jigsaws without using technology would be really hard for both students and teachers alike. Computer science allows us to convert an image into a puzzle with low effort, whereas making a jigsaw ‘‘by hand’’ would take a long time and the pieces wouldn’t be symmetrical, making the jigsaw really easy to solve once the students notice the differences that make them obvious to fit into one piece or another.

Children improve their creativity because they draw their own paints and with that they can do a puzzle with that, for starters they can start with an easy puzzle and then improve the level. This is an increase of their capacity.

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Some families or students might not have access to the Internet or even computers and mobile phones to turn the drawing into a digital picture.

They can also find Differences between the students: some of them could be very good at solving jigsaws and others not. Children who are not very good, could feel silly and incapable of doing and that can decrease their motivation.

Perhaps the ethical problems pupils may have are fights over doing the jigsaw without taking turns (as it is done in pairs).

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It is an activity that can be done perfectly well at home, as it is not difficult at all. Perhaps there could be some difficulty if you make the drawing and then you don't have a scanner to transfer it to the computer. However, it can be done perfectly well with a good quality photo. And in the case of not having any technological means such as a computer, the school could offer the use of its own computers for those who do not have the resources, in order to be able to carry out the activity.

If they do it on their own it could be really good too, so they can be more concentrated than in class. To do it and to know if they are doing it they can take pictures of themselves doing the jigsaw, and they can also give feedback on the task that explains if it was easy or difficult for them.

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click on the star to see our presentation!!!

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TASK 4: EXPLORING TASKS WITH DIGITALS FOR FOSTERING TRANSVERSAL COMPETENCIES

This week our job was to combine at least four activities from the level 2 of TACCLE2 Books document. Each one had to be from different key competencies.

The competencies chosen were: 
 

-Cultural awareness and expression (Prezi presentation with your ‘‘favourite’’, although it will be kind of decided by the other group).
 

-Sense of initiative and entrepreneurship (Chain.cc: set goals and show your determination not to break the chain).
 

-Mathematical competence+basic competencies in science and technology (Work together on an interactive map with Google Maps).
 

-Learning to learn (Create, publish, share and take tests on the Gnowledgesite, we substitute this app for kahoot because it didn't work but both have the same aim).

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"AROUND THE WORLD" ACTIVITY

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We have proposed our students to make a Prezi presentation  of some cultural workthat the group likes (Tour Eiffel for example); they make a small touristic tour of the city of the cultural element through Google Maps; at the end of the presentation they make a small digital questionnaire through Kahoot of what was exposed and finally we establish some conditions/expectations of exhibition for the next group to expose (it would be like a chain of weekly exhibitions).

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What level would be appropriate for this?

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This activity would be appropriate for children in their final years of primary school (11 / 12 years) as a younger child should not use Google Maps without adult supervision, and some maturity is needed to be able to carry out the activity correctly, handle documents, make a presentation and do a Kahoot.

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 What is the technology used on this task, and what is the technique/format this technology is focused on? (storytelling, robotics, images, diagraming, conceptual mapping… etc.)

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To carry out this activity, it is necessary to have access to the internet, either through a computer, tablet or mobile phone, as it is necessary to use applications or websites such as Prezzi, Google Drive, Google Maps (to help you with this application, ideally using a mobile phone) and Kahoot.

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What is(are) the objective(s) of this task following the Bloom Taxonomy?

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This type of activity achieves the highest level in the bloom's taxonomy, which is creating as they have to prepare a presentation and gives us a tour  in street view using google maps, of an interesting cultural work like the tour eiffel. They have to take into account everything that has been taught before like making a presentation, searching for information on the Internet and understanding the things they read and how to use that information to their advantage, and even how to use google maps.

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What is the added value of using digital tools in this case?

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Well, we could say that this activity could be very difficult to do without technology because it is the main source of this task. On the contrary, if we decided to do this activity without the commodities of technology, we would spend a lot of time as we would have to make the presentation manual using cardboard and unless you have photos where the cultural work is, it would be very complicated to do the tour without using google maps. Technology allows us to do many more things in less time. You also get better results and in a much more comfortable way.

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What ethical problems could you (or your students or the parents) find doing this activity in the classroom?

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As the main tool is technology and the use of either computers or tablets, one problem we might encounter would be children, who do not have those resources with which to carry out the activity due to their economic level. However, the school could offer help to this type of families, lending them the necessary resources to be able to carry out the activity.

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What changes do you need to make to allow your students to do it from home?

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In truth, it is an activity that can be carried out perfectly well from home with the only condition of having the necessary technological resources: computer, tablet or, in the worst case, mobile phone. In the case of not having these resources, the activity would have to be more manual, using cardboard and colours, and would therefore take more time.

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click on the star to see our presentation explaining our activity!!!

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TASK 5: EVALUATING TECHNOLOGIES FOR TEACHING

This week we have done an activity based on evaluating techonology. The tools were evaluated by means of a rubric and then we checked that they were on a page. We evaluated 9 tools. They are the following:

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  • 3 MAIN TOOLS THAT YOUR TEACHER FORCE YOU TO USE IT FOR COMPLETING THE RICT TASKS: virtual classroom , wix (blog) and instagram.

  • 3 MAIN TOOLS YOU HAVE DISCOVERED ON THIS COURSE AND YOU ARE USING FOR COMPLETING THE TASKS: miro, padlet, storyboardthat

  • 3 MAIN TOOLS THAT YOU USED BEFORE THE COURSE AND YOU ARE USING AS A GROUP FOR COMPLETING THE WORK: canva, google drive, google presentations

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Here is the link to the rubric we have used to evaluate the different tools previously mentioned:  

 

https://teaching.uwo.ca/pdf/elearning/Rubric-foreLearning-Tool-Evaluation.pdf   

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IMPORTANT QUESTIONS

 

What is the most difficult criteria?

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We believe that the most difficult criteria was the cognitive presence as it is a very  ambiguous and difficult to understand, as it is a criteria that varies according to the perspective adopted, in our case it is the point of view of the teacher and the pupil.

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What is the thing that most surprised us ?

 

Before the activity we were not aware of what the Internet implies. By doing the rubrics we discovered that many of the web pages need access to wifi because they are not available offline. Internet is essential to do the tasks

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What is the most important category as a student?

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For us the most important is Functionality. It is esential that the tool is easy and dynamic to use for a better functioning of the children in class. It should be adapted to the conditions of the class and they should be able to communicate with each other.

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This is the order from the most to the least important: 

-Functionality (hypermediality)

-accesibility

-mobile design

-PRIVACY DATA

-Social presence

-Technical 

-Cognitive presence

-Teaching presence

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What is the most important category as a teacher?

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As a teacher what we consider most important is privacy. It is very important that children are safe at all times. That their information is not shared, disseminated or sold.The data protection law is there for a reason and essentially to protect children above all.

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This is the order from the most to the least important in our opinion:

-Privacy 

-Functionality

-Accessibility

-Technical

-Cognitive presence

-Teaching presence

-Social presence 

-Mobile design

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METHOD

Now, we are going to explain the method we have used to evaluate each tool.

The first thing we did was to group the following categories that we considered to be similar. They have remained in four

  • ACCESSIBILITY/PRIVACY

  • FUNCTIONALITY/ MOBILE DESIGN/ TECHNICAL DESIGN

  • TEACHING PRESENCE/ SOCIAL PRESENCE

  • COGNITIVE PRESENCE.​

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The evaluation consists of giving stars (from 0 to 6). 

  • If it is predominantly works well, it will be given between and 5 stars.

  • If it is predominantly minor concerns, it will be given between and 3 stars.

  • If it is predominantly serious concerns, it will be given 1 star.

  • If everything is works well, 6 stars will be given.

 

Finally, when there is a not applicable, 0 stars will be given.


After grouping the categories, the stars obtained in each criterion are added up and made an average to find out what has been obtained in each category. And this is how each tool would be evaluated, it would be by evaluating its different categories.

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Below yo will have a document of all the rubrics we have done this week.

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file:///C:/Users/Raquel/Desktop/EVALUATION%20OF%20EACH%20TOOL.pdf 

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STARS OF EACH TOOL ACCORDING TO OUR EVALUATION

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CANVA  

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  • ACCESSIBILITY/PRIVACY (5 WORKS WELL, 1 MINOR CONCERN AND 1 SERIOUS CONCERN)

  • FUNCTIONALITY/ MOBILE DESIGN/ TECHNICAL DESIGN (6 WORKS WELL, 4 MINOR CONCERNS, 1 NOT APPLICABLE)

  • TEACHING PRESENCE/ SOCIAL PRESENCE (2 MINOR CONCERNS, 3 SERIOUS CONCERNS, 1 NOT APPLICABLE)

  • COGNITIVE PRESENCE (2 WORKS WELL, 1 SERIOUS CONCERN)

 

WIX

 

  • ACCESSIBILITY/PRIVACY (5 WORKS WELL, 1 MINOR CONCERN AND 1 SERIOUS CONCERN)

  • FUNCTIONALITY/ MOBILE DESIGN/ TECHNICAL DESIGN (9 WORKS WELL, 2 MINOR CONCERNS)

  • TEACHING PRESENCE/ SOCIAL PRESENCE (5 WORKS WELL, 1 MINOR CONCERN)

  • COGNITIVE PRESENCE (3 WORKS WELL)

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GOOGLE DRIVE

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  • ACCESSIBILITY/PRIVACY (5 WORKS WELL, 2 MINOR CONCERNS )

  • FUNCTIONALITY/ MOBILE DESIGN/ TECHNICAL DESIGN (6 WORKS WELL, 2 MINOR CONCERNS)

  • TEACHING PRESENCE/ SOCIAL PRESENCE (5 WORKS WELL, 1 MINOR CONCERN)

  • COGNITIVE PRESENCE (2 WORKS WELL, 1 MINOR CONCERN)

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GOOGLE PRESENTATIONS

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  • ACCESSIBILITY/PRIVACY (5 WORKS WELL, 2 MINOR CONCERNS )

  • FUNCTIONALITY/ MOBILE DESIGN/ TECHNICAL DESIGN (8 WORKS WELL, 1 MINOR CONCERNS, 1 SERIOUS CONCERN, 1 NOT APPLICABLE)

  • TEACHING PRESENCE/ SOCIAL PRESENCE (4 WORKS WELL, 1 MINOR CONCERN, 1 SERIOUS CONCERN)

  • COGNITIVE PRESENCE (2  MINOR CONCERNS, 1 NOT APPLICABLE)

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VIRTUAL CLASSROOM

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  • ACCESSIBILITY/PRIVACY (5 WORKS WELL, 1 MINOR CONCERN, 1 SERIOUS CONCERN )

  • FUNCTIONALITY/ MOBILE DESIGN/ TECHNICAL DESIGN (8 WORKS WELL, 2 MINOR CONCERNS)

  • TEACHING PRESENCE/ SOCIAL PRESENCE (2 WORKS WELL, 3 MINOR CONCERNS, 1 SERIOUS CONCERN)

  • COGNITIVE PRESENCE (1 WORKS WELL, 2 SERIOUS CONCERNS)

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PADLET

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  • ACCESSIBILITY/PRIVACY (4 WORKS WELL, 3 MINOR CONCERN, 1 SERIOUS CONCERN )

  • FUNCTIONALITY/ MOBILE DESIGN/ TECHNICAL DESIGN (6 WORKS WELL, 2 MINOR CONCERNS, 3 SERIOUS CONCERNS)

  • TEACHING PRESENCE/ SOCIAL PRESENCE (1 WORKS WELL, 3 MINOR CONCERNS, 2 SERIOUS CONCERN)

  • COGNITIVE PRESENCE (1 MINOR CONCERN, 2 SERIOUS CONCERNS)

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INSTAGRAM

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  • ACCESSIBILITY/PRIVACY (5 WORKS WELL, 2 MINOR CONCERNS )

  • FUNCTIONALITY/ MOBILE DESIGN/ TECHNICAL DESIGN (7 WORKS WELL, 3 MINOR CONCERNS, 1 SERIOUS CONCERNS)

  • TEACHING PRESENCE/ SOCIAL PRESENCE (2 WORKS WELL, 3 MINOR CONCERNS, 1 SERIOUS CONCERN)

  • COGNITIVE PRESENCE (2 MINOR CONCERNS, 1 SERIOUS CONCERN)

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MIRO

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  • ACCESSIBILITY/PRIVACY (4 WORKS WELL, 3 MINOR CONCERNS, 3 SERIOUS CONCERNS )

  • FUNCTIONALITY/ MOBILE DESIGN/ TECHNICAL DESIGN (8 WORKS WELL, 3 MINOR CONCERNS)

  • TEACHING PRESENCE/ SOCIAL PRESENCE (3 WORKS WELL, 3 MINOR CONCERNS)

  • COGNITIVE PRESENCE (1 MINOR CONCERN, 2 SERIOUS CONCERNs)

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STORYBOARD

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  • ACCESSIBILITY/PRIVACY (1 WORKS WELL, 3 MINOR CONCERNS )

  • FUNCTIONALITY/ MOBILE DESIGN/ TECHNICAL DESIGN (6 WORKS WELL, 2 MINOR CONCERNS, 3 SERIOUS CONCERNS)

  • TEACHING PRESENCE/ SOCIAL PRESENCE (3 MINOR CONCERNS, 3 SERIOUS CONCERNS)

  • COGNITIVE PRESENCE (1 WORKS WELL, 1 MINOR CONCERN, 1 SERIOUS CONCERN)

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ALL THE REFLECTIONS OF THE DIFFERENT TASKS CAN BE FOUND ON THE ROLES SECTION (ANALYST)

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TASK 6: GAME- BASED NETWORKED LEARNING 
 

In this task we were working on creating a game-based learning strategy.

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We had to design a game that should be focused on one of these Assessment Criteria from the Spanish curriculum. We have chosen one of the 3rd cycle it is the 2.4 Proponer posibles respuestas a las preguntas planteadas, a través del análisis y la interpretación de la información y los resultados obtenidos, valorando la coherencia de las posibles soluciones y comparándolas con las predicciones realizadas.

 

Now, we are going to talk about the game:

 

Name: ESCAPE THE ISLAND

 

Goal: Answer the questions correctly and do the mini-games well in order to get money to buy and win the star.

 

Level: 3rd cycle. 5th or 6th of primary school.

 

Assessment Criteria: 2.4 Proponer posibles respuestas a las preguntas planteadas, a través del análisis y la interpretación de la información y los resultados obtenidos, valorando la coherencia de las posibles soluciones y comparándolas con las predicciones realizadas.

 

Inspiration: It is an inspiration for Mario Party. Besides, we have set it in that game. We have taken inspiration from Mario Party to make it more dynamic and with characters that children feel comfortable and familiar with.

 

Objectives of the game: WIN THE STAR.

 

Rules: Below is an explanation of the rules of the game.

 

Social Design: The game is an individual game. There can only be one winner. You should

be at least 4 players. The number of players can be between 4 to 7 players. We have made

7 figures based on the mario party. So if you wanted to play more there wouldn't be enough

figures. It is also individual because the questions and mini-games have to be answered by

one person and that person is the one who wins the money. 

But you can also help each other in some activities. There is also a lucky wheel where you

can win good or bad things for you or your partner.

 

Materials:

The materials we have used  are: 

To create the board:

- Cardboard

- A base 

- cardboards

- Paints

- Images to decorate (colour printer)

- Image for each square in the shape of a shell 

To play:

- Activity cards and mini-games

- Push button 

- Paper to use for some of the activities 

- Money

- Characters

- The star

 

The time needed to carry out the activity is approximately 30 minutes.

 

INSTRUCTIONS

 

  1. The game is won by being the first player that collects the star. The star will be at the last tile of the board and will only be able to be bought spending 120 euros. 

  2. At the beginning of the game, each player will roll the dice ONCE. The player that gets the biggest number will be the one that starts the game and then the order of the players to roll the dice will be clockwise or anti-clockwise (whatever option you prefer). In case that there is a tie between 2 or more players, said players will have to roll the dice again and the same rules will be applied.

  3. Each round, every player will roll the dice ONCE and will advance the exact number of tiles that got on the dice (for example if you get a 4, you advance 4 tiles on the board).

  4. When everyone has rolled the dice, the round will end. A roulette will be spinned by the player that got the highest number on the dice during the round (if the highest number during the round was a 5 and Pepito got it, Pepito will spin the roulette and will get one ‘‘advantage’’).

  5. After spinning the roulette, a minigame will start or a question will be asked (the minigame/question is decided with a random blue card).

  6. In a minigame/question it’s the time to earn some money! In a question the first 3 people to answer correctly will earn 20, 10 and 5 euros (20 for the first, 10 for the second and 5 for the third. Yes, the others don’t get anything so you’ve got to be quick). In a minigame it’s a little different since the winner will get 50 euros instead of 20 and then the rest of the prizes are distributed the same as with the questions.

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THAT IS ALL! But one more IMPORTANT thing… If the player that reaches the star DOESN’T have enough money to buy it, the star will be moved to THE START of the board and the players will move to the beginning of the board instead of to the end (this way the players that were at a disadvantage now will have a chance to win). If the star can’t be bought at the start of the board, it will be moved back again to the last tile of the board and the players will stop ‘‘advancing backwards’’.

 

Our game is very dynamic and it makes the development of the skills. It is very fun.

 

We tested the game on Tuesday. What we changed from the Tuesday class was that we added a ring to see how to answer first and the money that the start costs because we didn’t know what amount of money is adequate and give time to raise it.

 

Our process of making the game:

- First we painted the board blue, white and brown to make it look like a beach.

- With the cardboard we make the floor that goes on top. 

- We cover it with cardboard

- When the paint has dried we glue the floors on top.

- Then we glue the shell-shaped squares (there are 25)

- Glue all the Mario Party-inspired decorations on the island (the palm tree, the fish...)

- Then we made the roulette with a cardboard base and each part of cardboard.

- The figures are made on the front and back

- Finally, the star is printed

This would be the whole process of making the game ;)

We hope you have been inspired and liked it.

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The questions and games are:

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QUESTIONS

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1. NAME AN INSECT

2. NAME A COLOR ON THE RAINBOW

3. NAME A SEA ANIMAL

4. NAME AN EVEN NUMBER

5. NAME A VERB DESCRIBING A PHYSICAL ACTIVITY

6. NAME A SPANISH RIVER

7.NAME A BODY PART

8. NAME A PIECE OF CLOTHING

9. NAME A VERTEBRATE ANIMAL

10. NAME A SYNONYM OF PRETTY

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ACTIVITIES

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1. CONNECT THE EMOJIS

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Different emojis will be shown and the player will have to guess the movie or tv show the emojis are describing.

 

2. BEST ORGAN WINS!

 

Individually, players will draw an organ of their choice and the most accurate one will win this round.

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3. WHAT MONUMENT AM I?

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Each player will receive a different card with a differente monument in it without seeing it. They will have to guess which monument they are through yes/no questions.

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4. DISCOVER THE MOVIE

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A couple will describe a movie by just using gestures and the other players will have to guess which movie it is.

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5. STOP THE BUS!

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Player will play by pairs to this game. They will be given 8 categories such as food, animal, etc and a letter. They will have to find words that start with that letter of each actegory. The first couple to finish wins the game.

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The activity of the week started on Wednesday. We were told to try out a website in which there were many games that had the theme of coding. The objective of all of them were more or less the same (to teach the basics of coding to children) but there were some differences that made them different from one another.

 

We had to choose 3 activities from the website: one was mandatory to be used without computers; another was compulsory that didn't require Internet connection and the last one wasn't restricted in any way.

 

We ended up choosing the following games: ''Mario's Secret Adventure: Build Your Own 3D Mario Game''; ''Let's Play with the ScratchJr Kitten! Activity Pack'' (computerless activity) and ''Learn to Code with Monster High'' (no Internet activity). 

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The ScratchJr game consists of a brief tale that has to be told to students oreferrably by the teacher and then the pupils would recreate the story using a mobile application that allows to code in a really simple way.

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The Monster High game consists of two games: in one you have to advance through levels by coding and in the other you have to code the character so that she dances.

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In the Mario game you have to overcome different levels (just like in the Monster High game).

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After trying out the games, we were told to make a radio programme in class in which we had to talk a bit about them, make an interview to the star of Coconuts (in our case) about the games they chose and make a reflection about the topic (to learn using digital tools and more specifically, videogames ).

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Here is the podcast!-->

 

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The interview guideline we followed for our guest (Quique) was the following:

Good morning ...........! How are you doing?

 

Well, tell us about the games you have chosen this week.

What are they about?

 

Have you found them interesting and entertaining for primary school children?

 

Do you think these games can have a positive impact on children's learning?

 

Have you seen any games that are too complicated? that you did find difficult to play too? or that you don't think are appropriate for children?

 

Of the three games you have chosen, which do you think is the best, either in terms of content or entertainment?

 

When teaching in the future, will you use games like this for your students?

 

Do you really think they add value to learning? Do children really learn or is it just a tool for entertainment?

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Here is the script for our podcast (although there were slight variations for the sake of sounding more natural, relaxed and fluid):

ROLES:

LOCUTOR 1: RAQUEL

LOCUTOR 2: LUCÍA

ALVARO (ScratchJr)

INMA ( Mario)

MARINA (Monster High)

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LOCUTOR 1: *introductory music* Good morning everyone and welcome to our 8 o'clock programme, 7 o'clock in the Canary Islands: we are study buddies !!!!!!

 

LOCUTOR 2: In today's programme we will talk about different coding games for primary school children from the website Hour of Code. Have you ever heard about this? It was an interesting discovery for us, as we had never heard of it and its games.  As a result of our curiosity, we decided to try it out with different activities.

 

LOCUTOR 1: Our experts have tried these activities and are going to give us their opinions and experiences. Good morning Marina. You have been in charge of the activity "Learn to Code with Monster High", haven't you?

 

LOCUTOR 2: Could you explain what the activity is about?

 

MARINA: Sure, the activity is very simple. Monster High organises a scavenger hunt. Students complete a set of 20 coding puzzles that introduce them to all the basic coding concepts they need to start building their own projects. They then create and publish a music video in which they use coding blocks to choreograph dancers.

 

LOCUTOR 2: Wow, that sounds really interesting and fun to play, doesn't it?

 

LOCUTOR 1: Sure, now I want to play too! Do you think it's a difficult game to play? Do you have to be good with technology to play?

 

MARINA: No, not at all. It's a video game for beginners. And personally, as I played last week, I don't find this activity very difficult to understand and play. What's more, my son has enjoyed it so much that he keeps on playing and you can tell that he is learning a lot.

 

LOCUTOR 1: What are the requirements of the activity?

 

MARINA: This activity requires computers with a web browser and Internet connection. Headphones are recommended. You can download the app from the App Store or Google Play Store.

 

LOCUTOR 2: Why do you think children like these activities so much and how do they benefit from them?

 

MARINA: they use game-based learning to teach programming and computational thinking concepts in a fun way. Tynker tutorials guide students through all the steps to create storytelling projects, games, animations and more. The Tynker Workshop allows students to create anything they can imagine with code. 

 

LOCUTOR 1: Next, we'll introduce the famous Mario Bros game. Good morning Inma, tell us more about it.

 

INMA: Good morning guys! I'm glad to be here today. Well, Mario´s secret adventure is an attempt to introduce students to the concepts of programming too. By the end of an hour, students will not only have prepared their very own 3D Mario Game that they will be able to play on their computers, tablets or mobile devices.

 

LOCUTOR 2: In this game, do students need to know well about videogames or have some experience?

 

INMA: No, they don’t. Students do not need to have any prior knowledge about coding, Mario Bros, or playing video games to begin this lesson. The only thing that you must have is a stable internet connection, and I recommend using a computer to play this game. 

 

LOCUTOR 1: Amazing, do you think students could face some problems doing this activity? 

 

INMA: The problem we could face is the socio-economic level of the school, it is very important to have computers to be able to carry out the activity. Technology is a very important but very expensive medium, which is a factor to be considered.  Also, there may also be problems of comparison.

 

LOCUTOR 2: Thank you so much Inma. And now, to finish with the game selection, we have the game “Let 's Play with the ScratchJr Kitten! Activity Pack”, tell us more about it, Álvaro.

 

ÁLVARO:“Let's Play with the ScratchJr Kitten!" Activity Pack is a Read Aloud Story with accompanying worksheets. The Story walks through the code for a great first project for brand new coders. A grown-up can read the story to a class of pre-reader students and then guide students to code the story in their tablets using the ScratchJr app. Students with early reading skills can read the story themselves and independently complete the Activity Pack.

 

LOCUTOR 1: And what about the time, the student experience or the classroom technology?

 

ÁLVARO: Well, this activity should take an hour max. Regarding the experience of the students, this is an activity for beginners, they don’t need any experience at all, only initiative to learn and have fun. Finally, this game it's perfect to play with no internet and no computers.

 

LOCUTOR 2: What is the added value of using digital tools in this case?

 

ÁLVARO: Although it is not required to use a computer, using a tablet is mandatory since at the end of the day, the commands need to be used with a smart device. If the activity was carried out with no smart devices we would need to draw the scenes instead of coding the actions. 

 

LOCUTOR 2: Thank you so much Álvaro.

 

ÁLVARO: Thanks to you.

 

LOCUTOR 1: And this is the end of today's podcast, thank you very much to all of you, our listeners and followers, and thanks to you too ........, for coming here with us this morning. 

 

LOCUTOR 2: Remember that this podcast will be available on our blog. You can contact us through our website, email studybuddies.umu@gmail.com, and instagram @studybuddies.umu. See you on the next show! 


 

Using these types of activities involve making learning much more enjoyable and fun. Children are very active and dynamic people. They can’t just sit back and listen to a lecture. They need to do things and nowadays, technology and videogames have opened up so many windows for opportunities for newer forms of learning and teaching.

 

Coding is something very innovative that has become the order of the day lately. It is a very dynamic activity in which they have to learn to think for themselves. It is an activity in which the level of difficulty increases as the level rises. The children learn to use technology in an educational way and through self-improvement they reach their goals. They learn in an educational way, since lately they are glued to their mobiles without doing anything productive. 

 

Taking everything into account, we come to the conclusion that the importance of the use of these activities is the use of technologies, that they learn to use them by themselves and to programme games to motivate them and to learn by themselves, connecting all the elements.

 

How do they learn on their own? Quite simply, as they level up, everything becomes more complicated and they have to think about how to put the elements together to code the game. Even trying these games, I have had to stop and think about how to put the elements together. In this way, they learn in a more autonomous and reflective way and with more motivation because they have to overcome greater challenges every time they complete one.

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The activities we have used it are the following ones:

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Poor internet: Monster high

No computers or devices: scratchJr

No requirements: Mario


 

MONSTER HIGH

 

  • What level would be appropriate for this? 

This activity is suitable for children from the second year of primary school onwards, as Monster High does not require very complicated coding. 

 

  •  What is(are) the objective(s) of this task follow the Bloom Taxonomy? 

In this type of activities, in which there are different levels to learn little by little, it is necessary to remember what you have learnt in order to be able to program the game, which in other words would be to create.

 

  •  What content/standard from the curriculum would be suitable to be developed with this activity? 

 

CONTENT 

Construcción de estructuras sencillas que cumplan una función o condición para resolver un problema a partir de piezas moduladas.

 

STANDARDS

4.4. Conoce y respeta las normas de uso y de seguridad de los instrumentos y de los materiales de trabajo. 

2.1 Construye alguna estructura sencilla que cumpla una función o condición para resolver un problema a partir de piezas moduladas (escalera, puente, tobogán, etc.) de forma individual y en equipo.

 

  •  What is the added value of using digital tools in this case? 

 

Well, the main idea of this activity is programming, and that can only be done on a computer or mobile phone. It is complicated or almost impossible for programming to be done manually.

 

  •  What ethical problems could you (or your students or the parents) find doing this activity in the classroom? 

 

The only problem I see is that if you don't have a computer or a digital device you can't do this activity. In fact, there will probably be families who do not have this type of resource and therefore their children cannot carry out this activity at home. However, they could do it at school with the resources that the school has and provide it to the children. 

 

  •  What changes do you need to make to allow your students to do it from home?

 

As I have said previously, it is an activity that can be carried out at home as long as there is a digital device within reach and if this is not the case, the school could provide these families with the resources such as the computer so that the child can carry out his or her education without any problem. 

 

And if that is not possible, the child could meet up with a friend who has a computer and do the activity together in a more fun way.

 

MARIO

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QUESTIONS TASK 7

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• What level would be appropriate for this?

This activity would be appropriate for children between 2nd grade to 5th grade. Moreover, the difficulty of this depends on any child and their manipulation of the technology activity.

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• What is(are) the objective(s) of this task following the Bloom Taxonomy?

This type of activity achieves the highest level in the bloom's taxonomy, because they have to create the movements so that mario can reach his destination without any problem. the child should construct, investigate and develop their own understanding to be able to achieve the objectives in the activity. Of course, it starts with the lowest level, because you have to start by remembering and decoding until you gradually reach higher levels until you can program and create and become an expert.

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What content/standard from the curriculum would be suitable to be developed with this activity?

The contents are the set of knowledge, skills, abilities and attitudes that contribute to the acquisition of competences and the achievement of the objectives of the educational stage. In this case, it would correspond to the area of first foreign language (English) and Computer Science. Since the activity is developed in English, you must understand what they mean and everything by programming through the computer.

CONTENT 

Construcción de estructuras sencillas que cumplan una función o condición para resolver un problema a partir de piezas moduladas.

STANDARDS

4.4. Conoce y respeta las normas de uso y de seguridad de los instrumentos y de los materiales de trabajo. 

2.1 Construye alguna estructura sencilla que cumpla una función o condición para resolver un problema a partir de piezas moduladas (escalera, puente, tobogán, etc.) de forma individual y en equipo.

 

• What is the added value of using digital tools in this case?

It is impossible to do this activity without technology, it is the main source of the task as we learn to programme and perform movements by linking keys and boxes. In our opinion, it is impossible to do it without technology and it would not be effective because you would not be learning. Technology implies many things and especially in this case we can do many things in the shortest possible time with a single click.

As far as I know in this activity you learn to research and to think about what you are going to use (what you are going to use) because if you do it wrong you don't advance.

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• What ethical problems could you (or your students or the parents) find doing this activity in the classroom?

The ethical problem is above all the socio-economic level of the school, it is very important to have computers to be able to carry out the activity. Technology is a very important but very expensive medium, which is a factor to be considered. 

There may also be problems of comparison, there may be children who are better at the activity than others and this may lead to a lack of motivation on the part of those who do not develop it properly. Likewise, in a class with 25 children, it is very difficult to know in detail how each pupil is doing.

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• What changes do you need to make to allow your students to do it from home?

This activity can be carried out perfectly well from home, as it is a page where everyone can access, although the only condition is that they have the necessary technological resources, i.e. a computer. Another problem can be that if they do not understand or are stuck on something and do not have help, it is difficult to continue. 

 

Well, for us the activity would continue to be the same from home, helping those who do not have the necessary resources by lending them a laptop and if they have doubts about something, offering them help, by message or other means to be able to carry out the activity successfully.


 

ScratchJr Kitten

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• What level would be appropriate for this?

According to the creator of the activity, it is designed for children between 3 and 6 years old (so although it is more focused towards Infant education, it can be used in a first grade class).

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• What is(are) the objective(s) of this task following the Bloom Taxonomy?

In the Bloom Taxonomy they would be applying the story they heard into a kind of programme. They are also creating something even if they are following some sort of a guideline.

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• What content/standard from the curriculum would be suitable to be developed with this activity?

The contents are the set of knowledge, skills, abilities and attitudes that contribute to the acquisition of competences and the achievement of the objectives of the educational stage. In this case, it would correspond to the area of first foreign language (English) and Computer Science. Since the activity is developed in English, you must understand what they mean and everything by programming through the mobile device/tablet..

 

CONTENT 

Construcción de estructuras sencillas que cumplan una función o condición para resolver un problema a partir de piezas moduladas.

 

STANDARDS

4.4. Conoce y respeta las normas de uso y de seguridad de los instrumentos y de los materiales de trabajo. 

2.1 Construye alguna estructura sencilla que cumpla una función o condición para resolver un problema a partir de piezas moduladas (escalera, puente, tobogán, etc.) de forma individual y en equipo.

 

• What is the added value of using digital tools in this case?

It would be impossible to recreate this activity without a digital tool since it would be impossible to make the commands work with a piece of paper, your brain or whatever else you might think. It’s an activity that only a computing device could carry out.

 

• What ethical problems could you (or your students or the parents) find doing this activity in the classroom?

For the children this would be a wonderful activity and they would do something much more entertaining than usual in class. However, some parents may be reluctant towards the idea of letting their children handle tablets (for whatever reason) so that may be a complication.

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• What changes do you need to make to allow your students to do it from home?

No special changes would be necessary to happen. Maybe if a student does not have a smart device they would need to buy one, but if they cannot buy one then it would be really hard to carry out the activity from home, we’re afraid.

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Personal Learning Environment or PLE [acronym of the original expression Personal Learning Environment] is an expression that has been used to refer to the set of tools, services and connections that we use to achieve various goals linked to the acquisition of new competences.

In this task we had to do some questionnaires to see how we use and distribute resources and tools in our learning.

Through this, we have realised that due to the day to day life of each of us and our schedules, we make different use of each of these resources. We have represented this through a diagram that we have made showing the small differences as well as the section of the PLE to which they belong: reading, writing or reflecting and sharing. 

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In fact, it can be observed that the places where we most use resources such as Canva or the virtual classroom are the university and our homes, while to a lesser extent, we find that some of our group, because they live far away, use them on the bus. That is why if we look at the diagram, the stars, which represent the home and the university, are bigger than that of the bus.

The same is true for the means by which we access the tools: computer, mobile and tablet. The larger it is, the more people in our group use it, while the smaller it is, the less it is used, only by some members. 

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Finally, it remains to classify each tool in the section of the PLE to which it belongs, and we have represented this by means of circles of different colours, which are distributed among the different tools.
 

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TASK 7: EXPLORING TASKS WITH DIGITALS COMPUTATIONAL THINKING AND CODING 
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TASK 7: UNDERSTANDING THE PLE 
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This was not our first diagram, actually we did one previously that was not quite well done. After the presentation and all the feedback of Linda we decided to redo it. This was the first try:

TASK 9: TEACHING IN A DIGITAL WORLD

So our pre-last project as you can see below has consisted of a presentation of an infography regarding the relationships between education and technology (in the education aspect, social aspect...) as well as general competencies that a good teacher should have (this is a very wide topic so the task focused on the technological competence). 

Again, as per usual, we have used Canva (no, we are not getting paid for advertising the programme) to make the image. It is pretty straightforward but gets into the core of our conclusions quite effectively and the design is simple but we think it's well-made, regardless.

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It was a rather difficult task to handle because we had (at first) some problems locating in the document (this one:  https://aulavirtual.um.es/access/content/group/5438_G_2021_N_N/Bilingual%20Group/TeachingModelFramework2018.pdf)  we had to check the information needed to create the inphography in which we answered the questions given in our teacher's task document.

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TASK 10: EVALUATING TO LEARN

This week we have done the last task. It consists of developing a rubric according to the competences of each role. Our group had to do the journalist rubric. First we made one ourselves and then we shared it with the other jounalist rubric made by "wildcats". Putting our ideas together we created an improved version of the rubric. We had to upload it to Padlet and also make a Google Spreadsheet. This helped us to improve our communication and acceptance of other points of view. Then, all the rubrics were presented by the stars. Dividing the class into two groups. Our star was Inma. Finally, using our rubrics we evaluate some of our colleagues (Coconuts, Potential teachers and Puzzle team). We also gave feedback on the blogs and work of our classmates, to help them to bring out their best and improve.

The padlet we have to upload the rubrics is: padlet.com/lindacq/a5eed23ujtjipoaw 

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Our suggestions to other groups are:

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GROUP 1

 

The blog is wonderfully written, with very few minor spelling mistakes and shows with great detail how the group worked throughout the week. The design is quite straightforward but eye-catching at the same time. In contrast, we suggest being careful in the reference part of the role. There was no sign of a shout out to a blog of an external group or a site of interest (aside from the Lemke reference that was a document that we had already worked).

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GROUP 2

 

The blog is very complete, both internally and externally, although finding the tasks for each week is a bit complicated. In terms of what we have evaluated, the journalist has structured the days and the information on them very well. In addition, what most caught our attention was the short interview or question asked to each member of the group. However, in terms of aspects to improve, I could make a critical reflection on what should be improved in the blog of the companions and take pictures. In conclusion, very good work!

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GROUP 3

 

We consider the role to be somewhat incomplete, as it does not fulfill some aspects taught in the rubric. In general, details of how the process of the task went, as well as visual evidence, are missing. One aspect they have done well was to comment on the blog  but, apart from being a bit superficial, they have not commented on a blog external to the class. We think that one aspect that could be improved in order to have a perfect reflection would be to go into more detail and give it a more personal touch (how it felt to do it, to expose it, to see other works), in other words, to narrate the process in order to know in depth the dynamics of the group but, grammatically very well. 

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