CLILHeroes offshoots

Teacher’s public training on gamification

We contacted the Spanish eTwinning NSS offering the training as Learning Event, but it was not possible in the current school year, so will offer a teacher’s training only as eTwinning webinar. The aim was to solve possible gaps in training of the teachers participating in the project, and to do it once.

The training was planned as a webinar or a MOOC online, and maybe more teachers from more schools would be interested to take advantage. But after many difficulties to match the agendas of teachers coming from six different countries, we decided to call an expert in Barcelona and offer the training to the coordinators in the first transnational meeting, and exchange good practice. The coordinators transfered their knowledge to their fellow teachers and school management.

The following presentation is the teaching materials to be offered. Just click over the image to access the teacher’s training presentation.

Teacher’s training on gamification in secondary schools

eTwinning Twinspace

eTwinning was key to find the partners, to meet the coordinators of all of the schools participating in the current project, and for the preparations of the application form and the learning activities. Some of the teams tested many of the ideas of the current Erasmus+ in the classroom in advance and introduced in videoconferences the students showing a certain interest to take part in the project. The creation of a previous Twinspace was a good idea to introduce Erasmus+ to the school’s community and especially the student’s parents.

We learnt in our previous Comenius project that eTwinning is more than a repository of documents: it is an asset to share ideas, virtual meetings with the Adobe Connect videoconference device, assessment training and rubrics, and as difusion means.

The project’s Twinspace is under development. As our project has an open approach, the Twinspace might be used in our classroom in the future after the end of the Erasmus+ program funds.

KAHOOT’s sets of questions

The teacher’s team decided after some tests with Powerpoint presentations and Socrative to use Kahoot software. We found Kahoot a very well known, reliable and easy to use platform that performs very well. The students love the music and outlook, too. We created sets of questions based on CLIL and ESL lessons to be used in the games. They are about vocabulary and general knowledge. The worst of Kahoot is the lack of flexibility to get a printed copy of the questions uploaded, sometimes useful as a backup in the case that wifi fails in classrooms or outdoors.

Just type #clilheroes in www.getkahoot.com to find the sets. You can play too by typing the PIN 7303672 in kahoot.it and feel free to use them in your classes. We suggest to use the random feature and the team mode to get the most of them.

Please type #clilheroes in www.getkahoot.com

 

Design Thinking instructional development approach

The aim of the project was to test different instructional techniques besides gamification and to refine our ideas after tests with our students mixed together. The different meetings for learning activities and short-term exchanges were intended to be progressive stages of the same game, and this is how is developing the project.

We were not aware in the application stage that this methodology has already a name and a theory: Design Thinking.

 

One of the teachers of the team will attend a workshop for educators in Barcelona related to Mobile World Congress (EduHack: Teachers Co-Creating) in the month of November 2017 to learn more about the many possibilities of Design Thinking, and to transfer the knowledge to the team of coordinators. They will attend Mobile World Congress in the month of March 2018

The following video shows EduHack workshop in 2016.

 

Augmented Reality as technology aids

A common issue in the play of the game in the castles is the lack of time to arrange the scene, and the many difficulties to manage a large group of international students outdoor. They tend to follow their own teachers, and to ignore or not understand well the instructions of the rest of the team teachers, and management is really daring.

A possible solution to be tested in the next stages of the game is to develop Aurasma‘s scenes to be pointed with a mobile phone or a tablet, and find the Legendary Characters asking for quizzes and questions from Kahoot, in a Pokémon-Go style. The characters will appear in 3D models of the castles.