Wednesday 31 May 2017

WELCOME TO THE HOUR OF CODE!

Hi everyone!
My name is Marta and I would like to introduce you a PC activity that is done it with Code.
As most of you know, the hour of code consists in a one-hour introduction to computer science, so anybody can learn the basics in the field of computer science starting with 1 hour coding activities.
The goal of the Hour of Code is not to teach anybody to become an expert computer scientist in one hour; is only to learn that computer science is fun an creative, that is accessible at all ages, for all students.
 

PC Activity!

Hello classmates, I’m Joan DomĂšnech and I will present you my proposal activity for the ICT class. I hope you will enjoy it!

TOPIC
- Food and nutrients

LEVEL
- 3rd Primary

CONTEXT & PREVIOUS KNOWLEDGE
- In the previous sessions they have been working on key vocabulary related with the topic.

OBJECTIVES
- To learn about food and nutrients.

MATERIALS
- Laptop.

COMPETENCES
- Linguistic and audio-visual communicative competence.
- Treatment of information competence.

TASK
1.      To watch a video which explains the nutrients and the type of food.
2.   To stop the video when it’s necessary and give them a better/easier explanation of it and interact with them.
3.      To do the activities of the following page link: https://www.educaplay.com/es/recursoseducativos/tag/food

ASSESSMENT

- Test. Questions of multiple choices related with the topic.
 




Sunday 28 May 2017

StoryJumpers!

Hi there! It’s Anna Molina again. Today I would like to talk about an amazing site, It might ring a bell 😉. The name of this site is Story Jumper.
This site is a nice tool to use as a support in our lessons. I would like to present you an example:

 OUR BOOK OF MAMMALS!📚
TOPIC
Mammals
LEVEL
 2nd  grade of Primary
CONTEXT & PREVIOUS KNOWLEDGE
Students have been working on the topic in previous sessions, for that reason they identify and understand the key vocabulary.
OBJECTIVES

  •          To work cooperatively
  •          To develop creativity.
  •      To identify and include in the project the main                   information regarding mammals
  •            To enjoy the activity

Thursday 25 May 2017

Using Genially in the Science class

The students in the 3rd Key Stage have studied the invertebrate animals. As a global revision, the teacher proposes to create a digital compilation of interactive pictures containing information about these animals.
The students will use the website Genially, that offers a wide range of templates to create interactive material. In this occasion, each group of students will create an interactive picture of the type of animal chosen.

ICT - TEACHING RESOURCES (SESSION 2)

Warmers and Brain Breaks.


Hello classmates! I would like to share with you the content that we work on our last class. I hope it will be useful to create meaningful activities for your students.


Mindfulness

Mindfulness means maintaining a moment -by- moment awareness of our thoughts, feelings, bodily sensations, and surrounding environment.
Mindfulness also involves acceptance, meaning that we pay attention to our thoughts and feelings without judging them.
Though it has roots in Buddhist meditation, a secular practice of mindfulness has entered the mainstream in recent years,
As examples: Class Dojo, Go Noodle, Teachers pay teachers.

Reading, writing, listening and speaking

  • Cambridge Young learners - Great place to find activities for children, with different levels, all of them following the levels provided by the European Framework of Reference for Languages.
  • Sing and Learn (listening support)
  • Oxford Owl (free reading support)
  • Read, write, and think. (lesson plans)
  • Discovery. (free resources)

Online magazines

  • Time for kids.
  • National Geographic Kids.
Listening

  • Picture dictations; How to draw an owl.

Speaking
  • Voki.
  • Vacaru (record your voice).

Writing

Presentations:

  • Sildeshare (sharing presentations).
  • Prezi (Presentations).
  • Animoto.

Creating Stories:
  • My story book.
  • Story Jumper.
  • Zimmer Twins (Contain story starters).
Creating cartoons 

  • Toondo.

Creating time-lines

  • Tiki - toki.

Vocabulary

  • Wordle.
  • Tagul - word art.
  • Flashcards.
  • Flash card maker.

Make exercices

  • Hot potatoes. (has to be download)
  • Puzzlemaker.

Quizz

  • Flipquiz. (board in class)
  • Quizizz. (Ipad or Smartphones)
  • Kahoot. (Ipad or Smartphones)


18/05/2017


Thursday 18 May 2017

PC Activity!

Hi! I'm Gemma and I would like to introduce you a PC activity to work with P5 children.
Are you ready??????

TOPIC

Wild Animals

CONTEXT

·    This session is intended for students P5
·    The students have been learning domestic and farm animals in the previous term so they are already aware of the topic. They also have worked where do they live and why. In this case, wild animals are these ones who live in nature. They have been adapted to make survive in their own environment. Also, they can’t live in our homes because they are dangerous for humans so they are unpredictable.

CONTENT OBJECTIVES

1.    Identify the animals
2.    Work in collaborative groups and solve activities
3.    Participate in activities that require critical thinking.
4.    Participate in activities requiring ICT knowledge.

LANGUAGE OBJECTIVE

1.    Key vocabulary
2.    Justify their answers properly

CONTENTS, COMPETENCES AND PROCESS

1.    Use of information in order to state a clear opinion.
2.    Connect ideas and skills in real-life situations.
3.    Collaborative pair and small group’s promotion

DESCRIPTION OF THE PROPOSAL

- Pre Listening
First the students will play a memory game based on the wild animals that they are going to work later on during the session. After the game, the teacher is going to have time to ask them if they have ever seen one of them anywhere, how do they look like, if they were eating in that moment, etc. in order to share knowledge and encourage them to express themselves from their own experiences.

- Listening
As a second activity, the teacher will present a YouTube video of the wild animals where students have to listen actively in order to be able to complete the next activity.

- Post listening
Finally, as an ending activity, students have to complete the worksheet by circling those animals who are wild.

ACTIVE LINK
Wild Animals Memory Game

Wild Animals Video

Wild Animal Worksheet

DESCRIPTION OF THE IMPLEMENTATION

MATERIALS:

·      Memory game
·      Computer (YouTube)
·      Worksheet

EVALUATION:

The teacher will assess the students based on these three aspects:

1.    Communicative abilities and use of English
2.    Attitude towards learning
3.    Behavior in classroom (during the video and the different activities)


ASSESMENT:

·      1st activity: questions regarding the animals
·      3rd activity: worksheet



Wednesday 17 May 2017

Monday 15 May 2017

Storytelling using the Scratch software

Hi colleagues!

Edurne here! This time I would like to present to you guys an educational activity that is done using the computer: storytelling bullying using the Scratch software.

Scratch is an easy-to-learn animation software that introduces students to the world of computer programming. It is fun, educational, and suitable for creating interactive media such as stories, games, art, and simulations, all through its user-friendly block-based programming.

This following activity which I have designed is suitable for all ages in primary, as long as the topic and aims are adapted to the age group you are working with. As always, the activity discussed here can also be used with another topic.

Scratch offers a range of possibilities with its sound adding and voice recording options. As with most digital platforms, users are also able to share your work.



Target audience:

This activity is intended for third grade students (3rd), who have already worked on aspects of storytelling in another subjects. In class, teacher will teach students the basics of Scratch (perhaps through examples which they have done).
The main priority here is to make the language and development environment intuitive for children who have not had any prior programming experience.


Aims:

·                     To introduce students to computer programming.
·                     To promote students´ creativity.
·                     To incorporate computer use in a storytelling process.


Competencies:

·         Linguistic and audiovisual: vocabulary expansion and use of ICT.
·         Digital management of information: students will use computers to carry out this activity.
·     Linguistic and writing communication: the teacher will divide the class in six groups of 4 (relatively small groups) to encourage teamwork and communication. Each student will be given a role within the group.


Classroom Management:

Each group will need a computer for the development of this activity, and each student will have a different role which they must take on during the realization of the task. The aim of assigning roles is to promote cooperation between group members and motivate them with a sense of importance. These assigned roles include:
·                     The speakers, who are only allowed to communicate with other speakers. When in doubt, they can ask the teacher.
·                     The coordinators, who are responsible for reiterating the instructions of the activity, just in case one of their partners has failed to understand or has forgotten the original objectives.
·                     The supervisors, who make sure that all the members of the team work together in an appropriate and constructive manner.
·                     The environment-ers, who are responsible for controlling the group´s volume and material during the development of the activity (if necessary).
All members of the group must participate in the realization of storytelling project with Scratch. They should communicate with each other in English and respect the roles given.


Vocabulary:

Related to the Scratch program:
·         Backdrops
·         Costumes
·         Instructions of movement (right, left, up, down…)
·         Save

Related to the storytelling:
·         Bullying
·         Abuse
·         Respect
·         Help others

Activities:

Before the activity, the teacher will introduce Scratch to their students using the following tutorial, which will explain how to create a story using the software: //www.youtube.com/watch?v=H-1Ru9qPx1U

Students will then create their own stories related to the theme of bullying. They must bear in mind the brief given by the teacher. Characters and stages can be added, as well as voice recordings and animations to give life to the characters.

Since it is an intuitive software, students should be given time to familiarize themselves with the programming commands and options. Practice will help them get to grips with the workings of the software.

Resources:


Assessment:

The teacher will assess students using the following criteria:

- Communicative abilities using English Language.
 - Attitude throughout the activity.
- Behavior in the classroom during the realization of the task.
- The final product made using Scratch.