Wednesday, 10 June 2015

KEY NOTE ACTIVITY Mireia, Georgina i Mariona

KEY NOTE ACTIVITY

The last 29th of May, we had our last session of the ICT optative. As in the previous one, we were working on IPads, a sophisticated technology that nowadays many schools use or start introducing it as an educational tool.
During the first half of the class, we talked and experimented with QR codes and we shared ideas about how we can use them in class to enrich the teaching-learning process.



After that, we went through a list of suitable iPad apps to use in class with our kids. As the list is very long, we focused on the more interesting ones and we also had time to explore and try some of them. Some of the apps we discovered are Class Dojo, Tiny Tap, Toontastic and Skitch.




Class dojo is a very useful app for teachers as it helps them with classroom management. They can use it to reinforce positive behaviors in their students and parents can check their children's progress. It also offers a different but a great opportunity to communicate with parents.
Tiny tap allows us to create and play fun interactive quizzes, lessons and games. Here you can read more about this app and the things you can do with it.
Toontastic is a storytelling and creative learning tool that enables kids to draw, animate, and share their own cartoons. Here you can find a description of the app and a video tutorial with the steps you have to follow to use it.
Finally, Skitch is an app for writing and drawing on pictures. In this page you can read about its advantages and you have some examples for using it in class.
In the second part of the class, we had to design, in peers or threes, a HOTS activity for iPads. Our activity is for Primary 5 and it involves comparatives and animals vocabulary. We decided to use Keynote, an app for designing, create and share beautiful presentations. Our activity consists of two phases. In the first one, children are divided in small groups of four, approximately, and they have to create a quiz to work on comparatives and animals vocabulary. The teacher will show them an example to have an idea about what they will have to do.



The quiz should have five questions. They will have to write the question, for example “Which animal is faster?” and under the question they will have to put the picture of two animals such as a lion and a cheetah, with its name. 

Then, in the following slide, they will have to give the answer of the question by putting the image, the written word or the speaking word (using a recording) of the animal. 



This first phase is a HOTS activity because children have to create the quiz using a lot of skills during all the process. On one hand, students need to investigate on what topic they want to work and all the information about it as well as examine the uses of the activity. On the other hand, they have to design the quiz and decide a plan to make the activity happen. It is really important that while they are creating they are deciding the uses of the game and constructing the questions and the answers.  

The second phase consists on answering the other groups’ quizzes. Once the members of the group have read the question, they have to decide which is the correct answer. So first of all, they will need to discuss among them and come to an agreement and, after that, they will have to record the answer and add it in the quiz. Following the example before, they will have to say: “We think the cheetah is faster than the lion because….” And give the reasons why they have decided the cheetah instead of the lion. After giving the answer, they will be able to check whether their answer is correct or not. This second phase is also a HOTS activity because students have the challenge to decide, choose and justify their answer. It is not a simple yes/no answer, students are applying their knowledge and putting in practice comparative structures to give a reason to the game. 

3, 2, 1... PACMAN!

Good morning ICT girls!

Here it’s me (Ari) presenting an activity which might ring a bell ;). The first task I prepared for this subject was related to Animals in the Wood; I looked for different tools to use in our classrooms such as a word search creator from Discovery Education; a flashcard creator, this app is available for both Android and iOS; and an interesting webpage where you can find an incredible amount of tools to use with your students. (You already have the links to access these resources but you’ll find them attached in this post too ;))

However, the one I’m going to present here is PACMAN! Once I found this resource I thought it was going to be a really interesting tool to use in a classroom, no matter the level we are as we can create activities for both the old and the youngest pupils.

First of all, I will explain you some characteristics of this resource. I suppose all of you know Pacman; this tool has been based on this videogame, the students can play it but at the same time they are answering multiple-choice questions. All these questions are first written together with the answers (both the right and the incorrect ones). It’s really easy and intuitive but here you have the steps you need to follow ;)











Now that you’ve check the steps to follow, I want to explain the use we can give to this resource in the classroom. As I mentioned before, it can be applied in different levels, it all depends on the topics we work on and the questions we create (or the ones we ask our students to create which is also an option for the old ones).

This game it’s only and engaging way to work on specific content; the questions we write can make our students work on both LOTS and HOTS. Everything we create will imply understanding and depending on the questions just remembering. But we can also ask them to look for information on the Internet, for instance to find out the places around the world we can find an specific animal, compare different places and the species living in them in terms of the characteristics of an animal, the atmospheric conditions, amongst others. Furthermore, this research can not only be done just to answer the questions but to write them. As I previously said, our students can also create these questions, which will require collecting information and at the same time work cooperatively with their partners while structuring the test.

I personally found this tool a really interesting way to work on different aspects and make our students feel engaged and motivated in a high-cognitive demanding task. Of course as teachers, we have to adapt these activities to the level, group students, their needs and characteristics; but I found it incredibly easy-adaptable and the most important ENGAGING!


Hope you find it interesting! Enjoy it! 

Here you have some interesting links ;)



 Word Search

 Flashcard Creator


 Animals' Pacman Game (the one I created ;))

All my best, 

Ari xxx


Tuesday, 9 June 2015

We are storytellers!


Hello girls!

This time we are Andrea and María writing together a post related to the use of iPads in the school.







The last 29th of May we attended our last ICT session with Maribel Benito, who shared with us a list of recommended iPad apps suitable for use in the class.

First, we talked about the increasingly popular QR codes, short for Quick Response codes. These codes are used to take a piece of information from a transitory medium to the cell phone, and once there give you details about a specific business. Nowadays, you can see QR Codes in many different places like magazine adverts, billboards, and webpages. They are more practical than a standard barcode because they scan (and digitally present) much more data, including URL links, Geo coordinates, and text. Moreover, these codes can be scan with almost any smartphone or tablet device and do not demand the use of a  chunky hand-held scanner. If you wish, you can find the full Wikipedia description here.

But can we use QR Codes and its advantages to enrich the teaching-learning process? Of course! In fact, the use of QR codes in the educational field is on the rise because they are intriguing and motivating, but at the same time they are easy to create and use. But how can we use them in the classroom? Here you can find a Pinterest Board full of great ideas and by clicking here you can download a pdf file named “40 interesting ways and tips to use QR Codes in the classroom”. We hope you like it and find it useful!

Then, we went through the list of apps placing special emphasis on the most interesting ones and briefly getting to explore some of them. We had time to explore Class Dojo an app which is an alternative to the conventional classroom management tools. This app offers the possibility to communicate with the parents and track the behavior of the students. Then we experimented with Skitch, an app to write and draw on pictures. Also, we became makers with the app Tiny Tap, a multimedia game creator. And finally, we chose Toontastic for the designing of our HOTS (Higher Order Thinking Skills) activity and spent the last two hours of class working on this.

We choose this app because it is intuitive, simple and full of possibilities. In a few simple steps, it enables children to create their own animated cartoons. First, you can either create your own characters or choose among the given ones. Then, you create the scenes and press the button to record the voice while you move the characters as you want them to move in the final movie. And finally, you add the music and the credits.

Due to its characteristics, we thought that this app could be of use in the designing of our Project for the Elective subjects of the Master’s Degree. For this project, we have designed a unit in which 5th graders go over 5 different versions of the classic Cinderella story, from different countries and time periods. Reflect upon gender, class, and racial stereotypes around the world. Acquire the needed language to write a story (connectors, descriptions, and verb tenses).  Learn about the structure of a story (beginning, middle and end).  And finally, create their own “Breaking Stereotypes Story” and share it with the rest of the school.

The use of this app for the creation of the story could make the whole activity easier and more motivating. Not only the app scaffolds and guides children through the creation of the story, but also gives a final product which is visually appealing. Therefore, we are considering the possibility of using this app to carry out this HOTS (High Order Thinking Skills) activity, which we believe inevitably and conveniently entails the use of LOTS (Low Order Thinking Skills) like applying and remembering what has been learned throughout the unit. Among other things, this unit  aims to shape critical and creative citizens. Below you can find the story that we have created with this app.




To sum up, after two lessons learning how to use iPads as an educational tool, we believe that they can certainly make learning more engaging and memorable. This interactive technology encourages participation, allows the creation of adapted and personalize materials, encourages the creation of appealing products using English and reinforces communication  through countless possibilities and proven enthusiasm. Moreover, the use of the latest technology provides students with a set of digital skills necessary in today’s world.

Sunday, 7 June 2015

TinyTap! The old ones and the yougest all engaged

Hello girls!


Laura and Ariadna are writing the entrance this time! Today at class we’ve been discovering some new apps to use on our iPads: TinyTap, Toontastic, amongst others.


We’ve decided to create an activity with the first one; this is Tiny Tap, which is an app that allows you to create and customize different sort of games for kids using your iPad.


In this case we’ve created a simple game to work on vocabulary related to farm animals, find the explanation below ;)




In the screenshot you can see on the left, the students will hear three different questions: 

Where’s the pig?
Where’s the yellow animal? 
Which animals says BAAH? 

Once they will have listened to these questions, they will need to point the correct answer.







The second activity consists of putting all the geometrical shapes in the right place to create an animal (in that case a rooster ;))













Once all these shapes will have been put in the right place; the students will hear a question: 

Which animal can you see? 

As you can see in the following picture they will have different options: Pig, Rooster, Horse and Cow.


This game has been thought to be designed by the old students (4th or 5th grade) for the youngest ones. In this case the ones creating the game are developing their HOTS (Creating) while at the same time they will be working with all the language features as this exercise will imply reading, speaking/producing, listening and writing. On the other hand, the youngest ones are working on LOTS skills such as understanding and identifying, and developing some language features, specially listening. In this way there will be also a cooperative work in which the older students will have to take the responsability to create quality exercices adapted to the youngest ones.

Finally, take into consideration that this activity can be applied in different ways. Taking the essence of making the old students create a game for the youngest pupils in the school; we can also ask them to work on other topics (the school, the street, our town, there’s an infinity of aspects we can work on). The important here is to give them the chance to discover this app, providing the proper basis to start using it of course, but allowing them to work autonomously and in cooperation with their classmates.

Hope you find it interesting!

All our best,

xxx

Thursday, 28 May 2015

The use of iPads as an educational tool. María and Laura posting and learning









The use of iPads and tablets as an educational tool is nowadays one of the emerging trends in society. Therefore, in the last Master’s Degree ICT class we were introduced to the use of this very sophisticated technology in schools. Maribel Benito, one of our ICT teachers, was the one leading this task.
First, she lectured us about the proper use of this resource and showed us how they use iPads in Jesuïtes Bellvitge, the school where she works. From what she showed, it looks like her school has a very carefully developed approach towards the use of technologies in the class. For instance, to deal with iPads and technologies, the school has created within its ICT program the role of technology leaders. These leaders are chosen and trained to help their classmates and teachers. They are several in each class and they are chosen among the students that are good with technologies. In regard to iPads, she told us that the real potential of this tool lies in the fact that children can easily create and share their own personalize learning materials and projects.

After this short lecture, we had the chance to explore the iPads and use them as if we were children. To do so, we used two apps, Book Creator and Bitsboard



With BookCreator we created a short story with photos, video, and audio. We must say that when we run out of time it was hard to stop working. It was then when we realized how powerful, engaging and motivating this tool and apps are. If you wish you can check out our creation.


With Bitsboard, we first created a series of flashcards and then some games. We found this app amazingly useful because the teacher and the students can easily create personalized flashcards with image, audio and written word. Then, ones you have the flashcards the app creates a wide range of games to work on this language.


Charter of Games


Unscramble
Wordsearch
Odd one out







Related to the application of these tool in the school, we thought that Book Creator could be used to create all sorts of stories. For instance, students could create stories for different moments of the year, like Christmas, Halloween, and Easter. Or could they do short narrations around different topics like, for example, "the story of their lives", "their holidays", "an innovative cooking recipe", or the "step by step documentation of a class project". We also thought that this tool could be used to work on the stories presented in the class. For instances, taken the story of The very hungry Caterpillar students could create their own version or make their own summary with pictures, screenshots, videos and audios of themselves while performing or even drawing the story. In this way, the story will be worked in depth and the students will have a repertory of personalize materials related to the story.
Moreover, Bitsboard could be used in the classroom, as mentioned above, to create personalized flashcards and work on language in a more meaningful way. We would do this by encouraging the class to take pictures and create their own flashcards. We also thought that we could use the games generated by this app to work in different Study Areas or to deal with fast finishers (those children that always finish earlier than the others).

Therefore, Book Creator easily prompts HOTS (High Order Thinking Skills) activities in which students can create, evaluate and analyze. And Bitsboard is an amazing tool for working on LOTS (Low Order Thinking Skills) like remembering, understanding and applying.

The list of our apps on a QR code!!



Use your QR Camara and get the list on your iPad or phone.



Wednesday, 27 May 2015

iPad as an ICT tool

Hello girls!


We are Alba and Georgina sharing our experience of the last session, using the iPads as technological tool in the classroom. Both of us have our own iPads and we have used them for leisure. But after the last session our mind has been opened and we now see the iPad as a good and useful ICT tool.  




We really consider that Ipads bring education to life in the classrooms. It is a tool very easy to manipulate and children can use it easily. We all know that new technologies make the sessions more engaging than a printed format beside the incontable number of tools you can take benefit from. Sharing resources, working in groups, communication, access to different cultures… are some of the advantages of using ipads in the classroom.



Thanks to Maribel Benito we were introduced in how to use ipads in classrooms with students from Nursery and Primary School. The first App she shared with us was “BOOK CREATOR”.


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This educational app is ideal for children to create a personalised story related to any topic. The app allows students to take a picture and add it, videos, images and icons, text, change the background and change the colour. Students can see the result when they finish.


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Gina and me decided to focused our example with “Book Creator” on one topic: routines. Our aim of the activity was to check if students could work on a routine using this app. The idea was simple: students must create a book choosing one time of the day (morning, afternoon, evening) and illustrate it by adding recordings or images and text or audios.


We tried our best checking all the options we were allowed to try and it worked! We were really proud of our project and we will definitely use it in our classrooms.


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The second application that we downloaded was "BITSBOARD"



It’s very easy to use you only have to make photos or choose images related to a topic that you are interested. Insert the image and write the name, if you want you can record how to pronounce the word, if not the application will look trough their documents the voice of another person saying the word and if you are agree with you can leave it. Once you have introduced all the images it gives you the option to play to several games using them.
The games can be played in groups, for example in this one the maximum are 4 pupils playing at the same time. They have to match the sound with the object that apperars in the image.


Bits board gives you the opportunity to choose lots of games depending on the age of the students. We share you some different games that can be used in different ages. 




And it’s also very useful if you don’t have time to create your own board, you can search through all the boards that other people published.


So, Bitsboard is a fantastic and complete tool to show contents in a new way, playing dozens of games. Also, it gives the opportunity to create your own contents, search for created boards before, and share your own boards to people and other teachers around the world.