Showing posts with label learningdesigner. Show all posts
Showing posts with label learningdesigner. Show all posts

Thursday, 11 August 2016

#30GoalsEDU - Revamp a lesson

Learning Design for: Gamifying body parts in EFL classroom: http://v

Learning Design for: Gamifying body parts in the EFL classroom

http://v.gd/39zhII

 

Context

Topic: Body parts

Total learning time: 90

Number of students: 20

Description: Year 4 EFL learners recycle and learn new vocabulary items related to body parts through the use of games

Aims

The students identify parts of the body and use the relevant vocabulary

Outcomes

Knowledge: The students will enhance their knowledge on body parts.

Synthesis: The students will create word search games and a class display of a monster town.

 

Teaching-Learning activities

Getting acquainted with body parts in EFL

Read Watch Listen        7 minutes        1 student         Tutor is not available

The students watch a youtube video (https://www.youtube.com/watch?v=OaNiEku9Uk0) on body parts and verbs related to each part of the body. They take notes of vocabulary they are not familiar with for future use.

 

Practice                         10 minutes      2 students       Tutor is not available

Students practice body parts in pairs through the use of a three-level game: (http://www.funwithpuzzles.com/2014/04/body-parts-labeling.html)

 

Discuss                          5 minutes        4 students       Tutor is available

The students in groups discuss their scores and experience on playing the three-level game and talk over instances of difficulties they faced.

 

 

Gamifying body parts

Investigate                    10 minutes      2 students       Tutor is not available

The students familiarize themselves with and analyze word search games on body parts visiting a Teacher provided symbaloo link with a variety of relevant word search games (e.g. http://www.eslgamesplus.com/body-parts-interactive-word-search/)

 

Collaborate                   5 minutes        2 students       Tutor is available

The students collaborate to decide and agree on the choice of vocabulary they'll use in the word search game they will create.

 

Produce                         13 minutes      2 students       Tutor is available

The students produce their word search game (http://justwordsearch.com/create.html) which they embed in the class blog to be played by other students in future lessons and as homework pastime.

 

 

Extension

Produce                         10 minutes      1 student       Tutor is not available

The students are asked to create a monster town with characters they will make up. To do that, they individually visit http://learnenglishkids.britishcouncil.org/en/make-your-own/make-your-monster and finally print their creature.

 

Collaborate                   20 minutes      20 students     Tutor is available

The students describe their monsters and are asked to create a joint product of their monster town on a piece of carton which is being displayed on the classroom wall and the class blog.

 

 

Homework

Practice                         10 minutes      1 student       Tutor is not available

The students visit the class blog and try to search for the words in the games created in class. They can also play this unscramble game: http://www.spellingcity.com/unscramble-letters-to-form-words.html?listId=19020142

 

 

Tuesday, 3 May 2016

A lesson plan created on the tool Learning Designer by Anthi Harou


Learning Design: Making 'snowman' cards with code to share in a project
Learning Design: Making 'snowman' cards with code to share in a project

Context
Topic: Computing
Total learning time: 100
Number of students: 20
Description: Students are building up a snowman with code. The final product will be uploaded in their etwinning platform  as an exchange of Christmas wishes with our partners.
Aims
To develop computational thinking through problem solving (following/giving instructions) and coding.
Outcomes
Psychomotor skills(Psychomotor skills): The students will draw, use the keyboard, will coordinate commands to products (e.g. the width of the snowman's head changes according to the number of the width parameter in our code).
Affective learning outcomes(Affective learning outcomes): The students will develop their creativity and build their confidence through sharing something they have created.
Application(Application): The students will apply the knowledge of coding to create a digital snowman
Analysis(Analysis): The students will analyze the way code is used to produce something.
Comprehension(Comprehension): The students will understand that code relates to real life (using code to produce a graphic representation).
Synthesis(Synthesis): The students will gather all their acquired knowledge to design/produce a snowman with code.

Teaching-Learning activities
Observing a snowman
Investigate                    5 minutes        1 students       Tutor is not available
Use http://www.pics4learning.com/ to search for snowmen pictures. Type in the search box the word 'snowman'. Have a look at the images and notice the shapes, the colours, the accessories and other details a snowman may have.


Preparing step by step instructions to build up your snowman
Discuss                          10 minutes      2 students       Tutor is not available
Discuss with your partner the steps you should follow in order to draw and decorate a snowman. Write down your instructions.


Writing detailed step by step instructions for building up a snowman.
Read Watch Listen        5 minutes        1 students       Tutor is available
Read the instructions http://www.wikihow.com/Draw-a-Snowman  on how we can draw and decorate a snowman.

Discuss                          5 minutes        2 students       Tutor is not available
Discuss with your partner the similarities and differences between your instructions and the ones you have just read.

Collaborate                   5 minutes        2 students       Tutor is available
Work with your class partners to edit and maybe improve your own instructions. Check them out with your teacher.


An introduction to drawing shapes with code.
Read Watch Listen        15 minutes      1 students       Tutor is available
(On the Overhead Projector Screen) Watch the first video/1st step  (Welcome to our Hour of Code) of https://www.khanacademy.org/computing/hour-of-code/hour-of-drawing-code
Watch the second video/3rd step (Making drawings with code)  Proceed to the 4th step which is a tip on how to easily change the numbers in the parameters of a drawing  (Notes: Teacher pauses the videos and makes sure students understand basic ideas of coding.)

(Tip for the T.): Teacher pauses the videos and makes sure students understand basic ideas of coding mentioned on the videos.
Trying out a simple snowman with code
Practice                         20 minutes      2 students       Tutor is not available
Follow carefully the instructions you are provided with in the 5th step of https://www.khanacademy.org/computing/hour-of-code/hour-of-drawing-code/p/challenge-simple-snowman, i.e. the challenge. Move on to coding with the 6th to 11th step for more details to your drawing. For each step one will be the driver (typing at the keyboard) and the other one will be the navigator (reviewing what has been written and correcting errors).


Matching your ideas on your paper and code to  make a Super Snowman for your cards
Collaborate                   10 minutes      2 students       Tutor is not available
Based on the notes of how to make a snowman you took down with your partner at the beginning of the session, use the grid paper https://s3.amazonaws.com/KA-share/cs/HandoutGraphPaper.pdf to draw your super snowman. One of you will be the painter and the other the instructor.


Finishing up the snowman card with a wish and uploading it onto our etwinning platform.
Produce                         25 minutes      2 students       Tutor is not available
Work with your partner to produce with code the super snowman from your paper grid  (i.e. Project: Super Snowman on https://www.khanacademy.org/computing/hour-of-code/hour-of-drawing-code/p/project-super-snowman). Don't forget to add some text with a wish for our partners. When you finish, save your snowman and share it on our twinspace (etwinning platform). To do that, click on 'share' in the upper right hand corner of your snowman project, copy the embed code and paste it in the PAGE: 'Christmas wishes from Greece'  of our etwinning project. (First click on 'edit page' and after you have copied your embed code click on 'save' to save your work.)

Produce                         minutes          1 students       Tutor is not available

(Assessment) If the final product of the students, i.e. their snowman with code has been effectively shared, the aims of the learning design will have been achieved.