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Creative Teaching

Collection of descriptions and lesson plans of creative good practices presented by the teachers from the partner schools in different LTTA part of the project Creative Teaching and Learning under the Erasmus+ Programme Agreement Number 2016-1-BG01-KA219-023692 Collection of descriptions and lesson plans of creative good practices presented by the teachers from the partner schools in different LTTA part of the project Creative Teaching and Learning under the Erasmus+ Programme Agreement Number 2016-1-BG01-KA219-023692 Collection of descriptions and lesson plans of creative good practices presented by the teachers from the partner schools in different LTTA part of the project Creative Teaching and Learning under the Erasmus+ Programme Agreement Number 2016-1-BG01-KA219-023692Collection of descriptions and lesson plans of creative good practices presented by the teachers from the partner schools in different LTTA part of the project Creative Teaching and Learning funded by EU

Collection of descriptions and lesson plans of creative good practices presented by the teachers from the partner schools in different LTTA
part of the project Creative Teaching and Learning
under the Erasmus+ Programme
Agreement Number 2016-1-BG01-KA219-023692
Collection of descriptions and lesson plans of creative good practices presented by the teachers from the partner schools in different LTTA
part of the project Creative Teaching and Learning
under the Erasmus+ Programme
Agreement Number 2016-1-BG01-KA219-023692
Collection of descriptions and lesson plans of creative good practices presented by the teachers from the partner schools in different LTTA
part of the project Creative Teaching and Learning
under the Erasmus+ Programme
Agreement Number 2016-1-BG01-KA219-023692Collection of descriptions and lesson plans of creative good practices presented by the teachers from the partner schools in different LTTA part of the project Creative Teaching and Learning funded by EU

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CREATIVE TEACHING<br />

Collecon of descripons and lesson plans of creave good<br />

pracces presented by the teachers from the partner schools<br />

at different LTTA<br />

part of the project Creave <strong>Teaching</strong> and Learning<br />

under the Erasmus+ Programme<br />

Agreement Number 2016-1-BG01-KA219-023692


The booklet is result of 2 years successful partnership<br />

between 7 schools from Bulgaria, Spain, Portugal, England,<br />

Cyprus, Greece, Sweden under the project<br />

“<strong>Creative</strong> <strong>Teaching</strong> and Learning” funded by<br />

the Erasmus+ Programme of the European Union<br />

SU Ekzarh Antim I, Kazanlak, Bulgaria-coordinator of the project;<br />

Florida Secundaria, Catarroja, Spain; Astor College for the Arts,<br />

Dover, England; American Academy Larnaca, Cyprus; Escola<br />

Secundaria Maria Amália Vaz de Carvalho, Lisbon, Portugal;<br />

17 Lykeio Athinon, Pagrati, Athens, Greece; Bromma gymnasium,<br />

Bromma, Sweden<br />

In the booklet you will find 18 materials prepared by different<br />

teachers from the partner‘s schools. 11 of them are presented<br />

in the booklet in 6 languages. In the booklet you will find<br />

photos with augmented reality. Next to each of them you will<br />

see this logo . To see the hidden videos in the photos<br />

you need HP Reveal APP installed on your phone and internet<br />

connection.


<strong>Creative</strong> <strong>Teaching</strong> and Learning<br />

The meaning of our project funded by the European Commission for the project time 2016–2018:<br />

The world needs more and more compassionate creativity to solve difficult problems confronting us.<br />

<strong>Creative</strong> people do not have answers, but they habitually question the status quo and think about<br />

alternatives and improvements. They discover and invent possible answers. They habitually ask<br />

better questions. They have optimism. When combined with empathy and compassion, creativity is<br />

bound to be a force for good. Developing creative thinking in students and teachers participating<br />

in the project (directly and indirectly) will be our small but important step to improve the society<br />

environment.<br />

This project contributed to promoting equality, social cohesion, active citizenship, and enhancing<br />

creativity and innovation in the European education.<br />

Schools from Bulgaria, Spain, Sweden, Portugal, Cyprus, Greece and England developed and<br />

implemented creative/innovative ICT-based contents using new pedagogical methods designed to<br />

strengthen 15-18 year-old students’ learning skills and teaching creative skills. The added value<br />

of the learning and teaching activities which we implemented in our project time is the promotion<br />

of the creative teaching and creative learning as necessary condition to improve the educational<br />

environment at schools and to respond on the needs of the modern society.<br />

The project aim received it‘s implementation through workshops for teaching and learning<br />

creatively which were held during the partners meetings in Spain – December 2016,<br />

Portugal – April 2017, Greece - November 2017 and in England in April 2018.<br />

We made 48 workshops to present and learn different creative, innovative techniques and<br />

methods for teaching and learning different subjects at school - Mathematic, History, Geography,<br />

English language, Social science and humanity, Chemistry, ICT, Physics, Biology, Music, Drama.<br />

Teachers from the partners countries lead this workshops according to their competence and<br />

experience in the relevant sphere. Participating teachers observed and discovered different ways to<br />

be innovative and ingenious. In our opinion the best teaching model is the one which develops skills in<br />

the practice of the creative teaching. Students will learn to think creatively when they are exhibited on<br />

creative teaching by their teachers. Participating teachers in the project workshops shared the newly<br />

learned methods with teachers and students in their own schools with students and teachers who did<br />

not participated in the motilities. This type of communication improved the teaching environment in<br />

all participating schools and responded to the needs of the modern society.<br />

1


Content:<br />

1. Augmented reality. Using Aurasma- workshops presented by the Bulgarian team<br />

from the school SU “Ekzarh Antim I”, Kazanlak and by the Cypriot team from<br />

American Academy Larnaca 3<br />

2. Anatomy of skin-Biology workshop presented by the Bulgarian team from the<br />

school SU “Ekzarh Antim I”, Kazanlak 12<br />

3. A new way to study movements – Physic workshop presented by the Portuguese<br />

team from Escola Secundaria Maria Amália Vaz de Carvalho, Lisbon 17<br />

4. Stress - English language lesson plan presented by the Greek team from 17<br />

LYKEIO ATHINON, Pagrati, Athens 23<br />

5. Basic knowledge on ICT terminology, lesson plan presented by the Cypriot team<br />

from American Academy Larnaca 29<br />

6. Kahoot in class - workshop presented by the Spanish team from Florida<br />

Secundaria, Catarroja 36<br />

7. Learning about Quadrilaterals by using Cooperative techniques – workshop<br />

presented by the Spanish team from Florida Secundaria,Catarroja 46<br />

8. Philosophers then and now... let’s philosophize’ presented by the Greek team<br />

from 17 LYKEIO ATHINON, Pagrati, Athens 51<br />

9. Using QR codes in the classroom, create different games, tests and exercises<br />

for History school subject presented by the Bulgarian team from SU “Ekzarh<br />

Antim I”, Kazanlak 56<br />

10. Interdisciplinary project about International Economy in Social Studies and<br />

English presented by the Swedish team from Bromma Gimnasium, Stockholm 64<br />

11. The Art in the XXth Century. English language and ICT interdisciplinary<br />

presented by the Spanish team from Florida Secundaria, Catarroja 71<br />

12. Why live in danger zone- Geography lesson with using of thinklink tool –<br />

presented by the Cypriot team from American Academy Larnaca 73<br />

13. Sampling and sound design software ‘Soundplant’ Introduction to the theory,<br />

practice and creative teaching approaches of a sampling software, presented<br />

by the Cypriot team from American Academy Larnaca, Cyprus 81<br />

14. Introduction to War Poetry, presented by the English team from Astor College,<br />

Dover 85<br />

15. ‚Entrepreneurs‘ workshop presented by the Portuguese team from Escola<br />

Secundaria Maria Amália Vaz de Carvalho, Lisbon, Portugal 88<br />

16. Brain without limits- workshop- competition presented by the Bulgarian team<br />

from the school SU “Ekzarh Antim I”, Kazanlak 90<br />

17. Drama workshops presented by the English team from Astor College, Dover 92<br />

18. <strong>Creative</strong> workshop on Chemistry/ Ethics, presented by the Cypriot team from<br />

American Academy, Larnaca 94<br />

2


Augmented Reality<br />

Workshop presented by Stanimira Valcheva –<br />

History teacher from SU Ekzarah Antim I, Kazanlak, Bulgaria<br />

at LTTA in Lisbon – April 2017<br />

Aurasma was used in social science in SU Ekzarah Antim I, Kazanlak, Bulgaria by Natasha<br />

Dzhurkova.<br />

After the meeting in Lisbon the Cypriot team Mrs Maria Argyrou (French, Dance) and<br />

Dr Nektarios Rodosthenous (Music Technology) tried Aurasma to document the rehearsal<br />

process for Music, Dance and Drama and presented their experience in LTTA in Athens, Greece<br />

– November 2017.<br />

What is Aurasma?<br />

Aurasma is an Augmented Reality site which allows you to see and interact with the world in<br />

a new way. With Aurasma, every image, object and even place can have its own aura. Auras<br />

can be as simple as a video and a link to a web page or as complex as a lifelike 3D animation.<br />

Aurasma‘s augmented reality technology was created in Cambridge, England by the<br />

software company Autonomy, and first<br />

demonstrated publicly by Matt Mills in<br />

early 2011 at the MipTV Media Market<br />

in Cannes, France.<br />

It is available as a software<br />

development kit or as a free app<br />

for iOS - and Android-based mobile<br />

devices.<br />

The Aurasma website has now a new<br />

look and a new<br />

URL. www.hpreveal.com<br />

HP Reveal is one of the most popular and cutting-edge technologies being used in schools<br />

around the world today. Enabling teachers to connect digital content such as video to images<br />

in books and classroom walls, HP Reveal offers a uniquely inventive, fun, and holistic way of<br />

engaging students of all ages.<br />

3


How to Use Augmented Reality in the Classroom to Engage Students Here are the steps in<br />

creating auras for your students:<br />

Step 1: Create an account in Aurasma /HP<br />

Reveal Studio. Remember your channel<br />

name.<br />

video, image, 3D model, audio or web page.<br />

Lets choose a video. The video<br />

file has to be on your computer and it has<br />

to be with maximum size 100 MB. Name the<br />

video and save<br />

Step 2: Click on + Create new Aura<br />

Step 3: Then Load a Trigger Image. Browse<br />

your computer for the image - give it a<br />

description, then name your image and save.<br />

Step 5: Then click next and you Aura is ready<br />

but private. If you want to share it with your<br />

students you have to make it public. Click on<br />

your ready Aura, then click edit then next,<br />

again next and then click share. Click Save.<br />

Step 6: Click on your ready public Aura and<br />

see it in full screen. Then save the image on<br />

your desktop or in particular folder<br />

Step 4: Press next. Go through the same<br />

steps for adding your Overlay. You can add as<br />

overlay- which will be Augmented reality - a<br />

4


Step7: Put the saved trigger in word<br />

document or PPT and print it. To see your<br />

augmented reality you have to download<br />

HP Reveal APP on your phone. It is a free<br />

app which can be downloaded from the App<br />

Store or Google Play onto iPhones and iPads,<br />

and Android phones and tablets version<br />

4.0 and above. Download Aurasma app (for<br />

iPhone download from AppStore and for<br />

Android download from Google Play Store)<br />

Log in using the same account as in Aurasma studio. Open the app and place your device<br />

over the trigger (photograph). Internet connection is required. The trigger will be scanned and<br />

then you will see your hidden overlay.<br />

How the students can see your created Auras. Ask them to download the HP Reveal APP, ask<br />

them to register themselves, then ask them to find your channel and to follow it.<br />

Then they can watch the image come to life!<br />

In which subjects we used Aurasma:<br />

SU Ekzarh Antim I, Kazanlak, Bulgaria used Aurasma in History lessons by Stanimira Valcheva<br />

and in social science by Natasha Dzhurkova.<br />

American Academy Larnaca, Cyprus used Aurasma in Maths, Dance lessons by Mrs Maria<br />

Argyrou and Dr Nektarios Rodosthenous.<br />

Stanimira Valcheva-History teacher<br />

SU Ekzarh Antim I, Kazanlak, Bulgaria<br />

Natasha Dzhurkova –Social Science,<br />

SU Ekzarh Antim I, Kazanlak, Bulgaria<br />

Dr Nektarios Rodosthenous-Music<br />

Technology ,<br />

American Academy<br />

Larnaca, Cyprus<br />

Why this tool is creative - it offers innovative and modern way of teaching and learning. The<br />

augmented reality can catch the students attention - it is easy to show what you want to<br />

show to your students, even to put the important information on the wall of the classroom<br />

and the students can see it again and again. When in SU Ekzarh Antim I, Kazanlak, Bulgaria<br />

for first time we show the students augmented reality, the younger students said that this is a<br />

magic and the older one said that this is very modern way of teaching. The students like the<br />

augmented reality. They even can create some home works using augmented reality<br />

5


Examples of using Augmented Reality<br />

in different school subjects<br />

History - To see the augmented reality in the image for History lesson prepared by Stanimira<br />

Valcheva from the Bulgarian school you have to use your HP Reveal APP in your phone and<br />

follow the channel – StanimiraValcheva<br />

D-day 6 June 1944<br />

Second Industrial revolution<br />

Social science- To see the augmented reality in the images prepared by Natasha<br />

Dzhurkova for social science lesson in the Bulgarian school you have to use<br />

your HP Reveal APP in your phone and follow the channel – NatashaDzhurkova<br />

Music- To see the augmented reality in the images from the Bulgarian school you<br />

have to use your HP Reveal APP in your phone and follow the Bulgarian school<br />

channel – Antim.<br />

6


Augmented Reality. Aurasma - Portuguese Translation<br />

Aurasma é um sIte de realidade aumentada<br />

que permite ver e interagir com o mundo de<br />

uma nova forma. Com Aurasma, cada imagem,<br />

objeto e até lugar pode ter a sua própria uara.<br />

As auras podem ser simples videos ou uma<br />

ligação a uma página web ou complexas como<br />

uma animação real em 3D.<br />

A tecnologia de realidade aumentada Aurasma,<br />

foi criada em Cambridge , Inglaterra, pela<br />

empresa de software Autonomy, e a sua<br />

primeira demonstração pública foi feita por Matt<br />

Mills no início de 2011 no MipTV Media Market<br />

em Cannes, França.Está disponível como um kit<br />

de desenvolvimento de software ou como app<br />

grátis para aparelhos móveis IOS e andróides.<br />

O websitLocalizador Uniforme de Recursos)<br />

www.hpreveal.com<br />

e da Aurasma tem agora uma nova imagem e<br />

um novo URL. („Uniform Resource Locator“-<br />

HP Reveal é uma das tecnologias de ponta mais<br />

populares a ser usadas em escolas por todo<br />

o mundo; permite aos professores associar<br />

conteúdo digital, como vídeo a imagens que<br />

aparecem em livros e nas paredes das salas de<br />

aula epermite, de uma forma única, criativa,<br />

divertida e holística, motivar alunos de todas<br />

as idades. Como usar Realidade Aumentada na<br />

sala de aula, para envolver os alunos. Seguemse<br />

os passos para a criaçãode auras:<br />

Passo 1: Criar uma conta em Aurasma/HP<br />

Reveal Studio. Memorizar o nome criado<br />

neste canal. Passo 2: Premir + Create new<br />

Aura<br />

Passo 3: Carregar uma imagem. Procure<br />

esta imagem no computador – dar-lhe uma<br />

descrição, um nome e gravá-la.<br />

Passo 4: Prima next. Proceda aos mesmos<br />

passos para adicionar o seu Overlay<br />

(sobreposição) – pode adicionar como Overlay<br />

– que será a Realidade Aumentada – um vídeo,<br />

uma imagem, um modelo 3D, uma página web<br />

ou audio. Escolhamos um vídeo. Este vídeo<br />

tem que estar no seu computador e só pode ter<br />

um tamanho máximo de 100 MB. Dê-lhe um<br />

nome e grave-o. Passo 5: Prima next e a suaaura<br />

está criada, mas de caráter privado. Se quiser<br />

partilhá-la com os alunos tem que a tornar<br />

pública. Prima na Aura, faça edit, depois next,<br />

de novo next e depois prima share. Grave.<br />

Passo 6: Prima na Aura já pública e veja-a em<br />

todo o ecrã. Depois grave a imagem no seu<br />

ambiente de trabalho ou num ficheiro.<br />

Passo 7: Coloque esta gravação num<br />

documento word ou em PDF e imprima-a.<br />

Para visualizer a sua realidade aumentada<br />

tem que descarregar o HP Reveal APP para<br />

o seu telemóvel. É uma app gratis que pode<br />

ser descarregada da App Store ou da Google<br />

Play para iPhones, iPads e andróides e tablets<br />

na versão 4.0 e superiores. Descarregue a<br />

app Aurasma (para iPhone, da AppStore, para<br />

Andróide da Google Play Store). Faça Log in,<br />

usando a mesma conta do Aurasma. Abra a<br />

app e coloque o seu dispositivo móvel sobre a<br />

imagem. É necessária ligação à internet. Será<br />

feito um scan da imagem e poderá ver então<br />

o Overlay escondido (sobreposição)<br />

Como podem os alunos ver as Auras que<br />

criou: peça-lhes que descarreguem HP Reveal<br />

APP, para se registarem e finalmente para<br />

encontrarem o seu canal e para o seguirem.<br />

Poderão então ver a imagem ganhar vida!<br />

Disciplinas em que usámos Aurasma:<br />

SU Ekzarh Antim I, Kazanlak, Bulgaria utilizou<br />

Aurasma nas aulas de História de Stanimira<br />

Valcheva e nas de Ciências Sociais de Natasha<br />

Dzhurkova. Para ver realidade aumentada<br />

nas imagens da escola Bulgária tem que usar<br />

a sua HP Reveal APP no seu telemóvel e<br />

seguir o canal desta escola - Antim. American<br />

Academy Larnaca, Cyprus utilizou Aurasma<br />

em Matemática, e aulas de dança por Maria<br />

Argyrou dr Nektarios Rodosthenous.<br />

7


Augmented Reality. Aurasma - Spanish Translation<br />

Aurasma es una realidad aumentada que<br />

permite que veas y te relaciones con el mundo<br />

de un nuevo modo. Con Aurasma, cada imagen,<br />

objeto y hasta lugar puede tener su propia aura.<br />

Las auras pueden ser tan simples como un video<br />

y un link a una página web o tan complejo como<br />

una animación 3D realista.<br />

La tecnología de realidad aumentada de<br />

Aurasma fue creada en Cambridge, Inglaterra<br />

por la empresa de software la Autonomía, y<br />

primero demostrada en público por Matt Mills a<br />

principios de 2011 en el Mercado de medios de<br />

MipTV en Cannes, Francia.<br />

Está disponible como un equipo de desarrollo de<br />

software o como app libre iOS-Android. El sitio<br />

web de Aurasma ahora tiene una nueva forma y<br />

un nuevo URL www.hpreveal.com<br />

HP revela que es una de las tecnologías más<br />

populares e innovadoras usadas actualmente en<br />

escuelas alrededor del mundo. Permitiendo a<br />

profesores unir el contenido digital como el video<br />

a imágenes en libros i paredes del aula, HP revela<br />

ofertas a modo únicamente inventivo, divertido<br />

y holístico de contratar a estudiantes de todas<br />

las edades. ¿Cómo usar la realidad aumentada<br />

en el aula para contratar estudiantes? Aquí están<br />

los pasos para la creación de auras para sus<br />

estudiantes:<br />

Paso 1: Crear una cuenta en Aurasma/HP Reveal<br />

Studio. Recuerda tu nombre del canal.<br />

Paso 2: Clica en + Crear nueva Aura<br />

Paso 3: Después carga una imagen más bien<br />

cuidada. Hojee su ordenador para la imagen- De<br />

una descripción, nombre y salve la imagen.<br />

Paso 4: Apréte “siguiente”. Haga los mismos<br />

pasos para añadir su Revestimiento. Puedes<br />

añadir como el revestimiento- que será la<br />

realidad aumentada- un video, imagen, modelo<br />

3D, audio o página web. Elige un video. El archivo<br />

de video tiene que estar en su ordenador y tiene<br />

que ser con la talla máxima de 100 MB. Nombre<br />

y guarde el video.<br />

Paso 5: Después haz clic su aura estará lista,<br />

pero privada. Si lo quiere compartir con sus<br />

estudiantes tiene que estar en público. Haga<br />

clic en su Aura lista, después clica en editar el<br />

siguiente, repita el proceso i de clic en compartir.<br />

Luego guarda.<br />

Paso 6: Clica en tu Aura pública lista y véalo en<br />

pantalla completa. Después salve la imagen en su<br />

escritorio o en una carpeta particular.<br />

Paso 7: Ponga el disparador guardado en el<br />

documento Word o PPT e imprímalo. Para ver<br />

su realidad aumentada hay que descargar el CV<br />

Revelan APP por su teléfono. Es una app libre<br />

que se puede descargar de la tiendo de App o<br />

Google Play en iPhone e iPad y la versión 4.0 de<br />

móviles i tabletas de Android. Descarga la app<br />

de Aurasma (Para iPhone descargarlo desde la<br />

AppStore y para Android descargarlo en Google<br />

Play) Entra al sistema usando la misma cuenta<br />

de Aurasma Studio. Abre la app y coloca tu<br />

dispositivo en el gatillo (Fotografía). Se requiere<br />

conexión a internet. El gatillo se explorará y luego<br />

verá su revestimiento escondido. Como pueden<br />

ver tus estudiantes el Aura que has creado.<br />

Pídanles que ellos descarguen el CV reveal APP,<br />

que se registren y que encuentren tu canal y le<br />

sigan.<br />

En ese instante ellos podrán ver la imagen en<br />

realidad virtual.<br />

En que asignaturas usamos Aurasma: SU<br />

Ekzarh Antim I, Kazanlak, Bulgaria usaron<br />

Aurasma en clases de historia de Stanimira<br />

Valcheva y en ciencias sociales de Natasha<br />

Dzhurkova.<br />

Para ver la realidad augmentada en las<br />

imágenes en clases de Bulgaria tienes<br />

que usar tu HP Reveal APP en tu móvil y<br />

suscribirse en el canal de la escuela de<br />

Bulgaria—Antim.<br />

La academia americana de Larnaca, Chipre usó<br />

Aurasma en Matemáticas, clases de baile de<br />

Mrs Maria Argyrou Nektarios Rodosthenous.<br />

8


Augmented Reality. Aurasma - Bulgarian Translation<br />

Aurasma е сайт за Augmented reality / добавена<br />

реалност/, който позволява на потребителя<br />

да види света в нова светлина. С Ауразма<br />

всяка картина, обект или дори място може<br />

да има своя собствена аура. Аурите могат да<br />

са прости – например видео или линк към уеб<br />

страница, или сложни, като реалистична 3Д<br />

анимация. Добавената реалност на Ауразма е<br />

създадена в Кеймбридж, Англия, от софтуерната<br />

компания Autonomy, и беше за пръв път<br />

демонстрирана пред публиката от Мат Милс<br />

през 2011 на събитието Медия Маркет на<br />

МипТВ в Кенс, Франция. Достъпна е като софтуер<br />

за създаване на добавена реалност или като<br />

безплатно приложение както за iOS, така и за<br />

Андроид. Уебсайтът на Ауразма вече има обновен<br />

интерфейс и нов адрес: ww.hpreveal.com<br />

HP Reveal е една от най-популярните и<br />

иновативни технологични платформи с образова-телна<br />

цел в света. Тя позволява на учители<br />

да свързват дигитално съдържание, например<br />

видеа от youtube, с картинки в учебници или<br />

плакати по класни стаи.<br />

HP Reveal предлага един изобратетелен и<br />

забавен начин да се завладее вниманието на<br />

ученици от всички възрастови групи.<br />

Как да използваме Aуразма в класната<br />

стая, за да привлечем вниманието на ученици?<br />

Стъпките в създаването на аури са следните:<br />

Стъпка 1: Създайте акаунт в Ауразма/ HP<br />

Reveal studio. Запомнете името на вашия канал<br />

Стъпка 2: Кликнете на +create new Aura<br />

Стъпка 3: Заредете снимка – тригер.<br />

Потърсете в компютъра ви з снимка – дайте ѝ<br />

описа-ние, наименувайте я и я запазете.<br />

Стъпка 4: Кликнете на ‘next’. Минете през<br />

същите стъпки за да добавите видео-overlay.<br />

Като overlay можете да сложите видео, снимка,<br />

3Д модел, звук или уеб страница (като те<br />

ще бъдат добавена реалност). Нека вземем за<br />

пример видеото. Видео файлът трябва да бъде<br />

на компютъра ви и да бъде с максимален размер<br />

100 MB. Наименувайте видеотор прикачете<br />

го и го запазете.<br />

Стъпка 5: Кликнете на ‘next’. Сега аурата ви<br />

е готова, но е лична (private). Ако желаете да я<br />

споделите с учениците ви, трябва да я направите<br />

публична (public). Кликнете на готовата<br />

ви аура, кликнете ‘edit’, след това ‘next’, отново<br />

‘next’ и тогава ‘share’. Запазете.<br />

Стъпка 6: Кликнете на готовата ви, вече<br />

публична аура и я прегледайте на широк екран<br />

(full screen). Запазете картината в своя десктоп<br />

(работен плот) или в лесна за намиране папка.<br />

Стъпка 7: Поставете файла с аурата в документ<br />

на Word или PPT и го принтирайте. За<br />

да видите добавена реалност на телефона ви,<br />

трябва да изтеглите HP Reveal приложението.<br />

То е безплатно и може да бъде изтеглено<br />

от App Store или Google play. Логнете (влезте)<br />

в същия акаунт, който използвахте за Ауразма<br />

студиото. Отворете приложението и позиционирайте<br />

телефона ви така, че камерата да сочи<br />

към обекта, който носи добавена реалност<br />

/аура/. За целта е нужна връзка с Интернет.<br />

Обекта ще бъде сканиран и тогава ще видите<br />

скритото си съдържание (overlay). Учениците<br />

ви могат да видят аурите като изтеглят HP<br />

Reveal приложението и се регистрират. Те трябва<br />

да следват вашия канал. Тогава могат да<br />

гледат, как картините оживяват! Използвахме<br />

Ауразма в следните училищни предмети:<br />

В СУ “Екзарх Антим I“, Казанлък, България<br />

– часовете по история с учител Станимира<br />

Вълчева, предметите от философския цикъл с<br />

учител Наташа Джуркова.<br />

В училище Американска Академия Ларнака<br />

в Кипър използваха Ауразма в часовете по<br />

математика и в часовете по танци с учител г-жа<br />

Мария Аргиру и д-р Нектариос Родостенос.<br />

Защо приложението е креативно:<br />

Предлага модерен и иновативен начин на<br />

преподаване. Добавената реалност завладява<br />

вниманието на учениците. Лесно е да покажеш<br />

на учениците точно това, което искаш – информацията<br />

може да бъде закачена‘ дори на стената<br />

на класната стая и учениците ще имат достъп<br />

до нея по всяко време. Когато в СУ „Екзарх<br />

Антим I”, Казанлък за първи път показахме на<br />

учениците Aуразма, по-малките от тях възкликнаха,<br />

че това е магия, а по-големите се впечатлиха<br />

от модерния начин на преподаване.<br />

9


Augmented Reality. Arasuma - Sweedish Translation<br />

Aurasma är ett Augmented Reality-sajt som<br />

låter dig se och interagera med världen på<br />

ett nytt sätt. Med Aurasma, kan varje bild,<br />

objekt och även plats ha sin egen aura. Auror<br />

kan vara så enkelt som en video och en länk<br />

till en webbsida eller lika komplicerad som en<br />

verklighetstrogen 3D-animering. Aurasma‘s<br />

augmented reality-tekniken skapades i<br />

Cambridge, England av mjukvaruföretaget<br />

autonomi och först visat offentligt av Matt<br />

Mills i början av 2011 på mediemarknaden<br />

MipTV i Cannes, Frankrike det är tillgängligt<br />

som ett software development kit eller som<br />

en gratis app för ios - och Android-baserade<br />

mobila enheter The Aurasma hemsida har<br />

nu ett nytt utseende och en ny URL www.<br />

hpreveal.com HP avslöja är en av de mest<br />

populära och banbrytande teknik som används<br />

i skolor runt om i världen idag. Gör det möjligt<br />

för lärare att ansluta digitalt innehåll som<br />

video till bilder i böcker och klassrummet<br />

väggar, HP R alla åldrar eveal erbjuder ett<br />

unikt uppfinningsrik, kul och holistiskt sätt<br />

engagerande studenter på hur till använda<br />

Augmented Reality i i klassrummet för att<br />

engagera studenter här är stegen för att skapa<br />

auror för dina elever:<br />

steg 1: skapa ett konto i HP Aurasma avslöja<br />

Studio. Kom ihåg ditt kanalnamn.<br />

Steg 2: Klicka på Skapa ny Aura<br />

steg 3.: Fyll en Trigger-bild. Bläddra i datorn<br />

för bilden-ge det en beskrivning, och sedan<br />

namnge din bild och spara<br />

4: Tryck på next. Gå igenom samma steg för<br />

att lägga till din Overlay. Du kan lägga till som<br />

overlay-som kommer att vara Augmented<br />

reality - en video, bild, 3D-modell, ljud eller<br />

webbsida. Kan välja en video. Videofilen måste<br />

finnas på datorn och det måste vara med<br />

maximal storlek 100 MB. Namn på videon och<br />

spara steg.<br />

5: Klicka på Nästa och du<br />

Aura är redo men privat. Om du vill dela den<br />

med dina elever har du att göra den offentlig.<br />

10<br />

Klicka på din redo Aura, klicka på Redigera<br />

sedan Nästa igen nästa och klicka sedan på<br />

dela. Klicka på<br />

Spara steg 6: Klicka på din redo offentliga Aura<br />

och se den i helskärm. Sedan spara bilden på<br />

skrivbordet eller i särskild mapp.<br />

Spara steg 7: Sätt utlösaren sparade i worddokument<br />

eller PPT och skriva ut den. För att<br />

se din förstärkt verklighet måste du Hämta<br />

HP avslöja APP på telefonen. Det är en gratis<br />

app som kan laddas ner från App Store eller<br />

Google Play på iPhones och iPads och Androidtelefoner<br />

och tabletter version 4.0 och uppåt.<br />

Hämta Aurasma-appen (för iPhone Ladda<br />

ner från AppStore och för Android Ladda ner<br />

från Google Play Store) Logga in med samma<br />

konto som i Aurasma studio. Öppna appen och<br />

placera enheten över avtryckaren (fotografi).<br />

Internetanslutning krävs. Utlösaren kommer<br />

att skannas och sedan kommer du att se din<br />

dolda overlay hur eleverna kan se din skapade<br />

auror. Be dem att ladda ner appen HP avslöja,<br />

be dem att registerera sig själva, sedan be<br />

dem att hitta din kanal och lägga i träda det<br />

då de kan titta på bilden kommer till liv i vilka<br />

ämnen vi använt Aurasma: Su Ekzarh Antim<br />

i, Kazanlak, Bulgarien används Aurasma i<br />

historielektioner av Stanimira Valcheva och i<br />

social science av Natasha Dzhurkova till se den<br />

förstärkt verkligheten i bilder från bulgariska<br />

skolan måste du användayour HP. Avslöja APP i<br />

telefonen och lägg i träda det bulgariska skolan<br />

kanal – Antim exempel av AR (Augmented<br />

Reality) vardagliga tillämpningar: inredning<br />

Lägg till möbler Dulux visualizer app App som<br />

låter dig se din omålade rum med färgen<br />

du föredrar fördelar och nackdelar med<br />

Aurasma / HP avslöja APP inte tar upp minne<br />

/ utrymme interaktiva överklaganden till<br />

ungdomar direkt mängd mediala produktionen<br />

(överlägg / färdiga produkter Revision verktyg<br />

tvärvetenskapliga kräver internet kräver en<br />

kamera F11 Diser Varför verktyget creativeit<br />

erbjuder innovativa och moderna sätt


inom undervisning och lärande eftersom den<br />

förstärker verkligheten och fångar studenters<br />

uppmärksamhet- det är lätt att visa vad du vill<br />

visa för dina elever, även genom att sätta den<br />

viktiga informationen på väggen i klassrummet<br />

och elever kan se det igen och igen. När i<br />

SU Ekzarh Antim I, Kazanlak, Bulgarien för<br />

första gången visar vi eleverna den förstärkta<br />

verkligheten, sa de yngre eleverna att detta<br />

är magiskt och den äldre sade att detta är<br />

mycket modernt sätt att undervisa. Eleverna<br />

gillar den förstärkta verkligheten. De kan även<br />

skapa några hemverk med hjälp av förstärkt<br />

verklighet.<br />

In this image there is hidden video presented<br />

the Bulgarian school SU Ekzarh<br />

Antim I, Kazanlak participation in the<br />

Programme Euroscola of the European<br />

Parliament in Strasbourg<br />

To see the video you have to use your HP<br />

Reveal APP in your phone and follow the<br />

Bulgarian school channel – Antim.<br />

In this image there is hidden video presented<br />

the Bulgarian school SU Ekzarh<br />

Antim I, Kazanlak<br />

To see the video you have to use your HP<br />

Reveal APP in your phone and follow the<br />

Bulgarian school channel – Antim<br />

In this image there is hidden video presented<br />

part of the play “Misunderstood<br />

Civilisation” performed by the<br />

Bulgarian school SU Ekzarh Antim I, Kazanlak<br />

for the project contest for creation<br />

of original play.<br />

To see the video you have to use your HP<br />

Reveal APP in your phone and follow the<br />

Bulgarian school channel – Antim.<br />

11


Anatomy of skin Lesson Plan<br />

WORKSHOP- „Anatomy of skin“ prepared for the LTTA in Lisbon, Portugal TEACHER: Valya<br />

Radeva, Biology teacher, SU Ekzarh Antim I, Kazanlak, Bulgaria AUDIENCE: teachers and<br />

students<br />

TIME AND PLACE: Escola Secundaria Maria Amália Vaz de Carvalho, Lisbon, Portugal, April<br />

2017 г.<br />

LESSON TITLE: Anatomy of skin<br />

PARTICIPANTS: Students, ages 15-18, participating in LTTA in Lisbon, Portugal, April 2017. The<br />

students worked in international teams.<br />

LANGUAGE: English TIME: 40-45 min<br />

GOAL: Students learn structure of skin by making a model.<br />

MATERIALS: balloons, cotton, sheets of paper, shoelaces, markers, glue, candies with different<br />

color, napkins<br />

ACTIVITIES PLANNED: The first step is explanation of skin by the teacher.- 10 min<br />

The students are divided into groups by<br />

choosing candies with different colour .-<br />

2-5 min Each group has to create a model<br />

of skin using only balloons, cotton, sheets<br />

of paper, shoelaces, markers, napkins,<br />

glue and using their knowledge about the<br />

anatomy of skin and their own creativity and<br />

Valya Radeva, SU Ekzarh Antim I, Kazanlak, Bulgaria<br />

imagination.- 20 min<br />

At the end of the task each group has to<br />

represent its model and to explain the<br />

different parts of skin.- 10 min<br />

FEEDBACK: Students are having a great fun<br />

and being in competition they memorize<br />

structure of skin without difficulty.<br />

12


Anatomy of skin – Bulgarian Translation<br />

УОРКШОП – „Устройство на кожата“.<br />

Урок по биология, включен в дейностите за<br />

обучение, преподаване и учене по проект<br />

„Креативно обучение и преподаване” с договор<br />

№ 2016-1-BG01-KA219-023692 по програма<br />

Еразъм+ финансиран от Европейската комисия.<br />

УЧИТЕЛ: Валя Радева, учител по биология<br />

и здравно образование в СУ „Екзарх Антим I“,<br />

Казанлък, България<br />

ВРЕМЕ И МЯСТО НА ПРОВЕЖДАНЕ: училище<br />

Escola Secundaria Maria Amália Vaz de<br />

Carvalho, Lisbon, Portugal, април 2017 г.<br />

УЧАСТНИЦИ: Ученици на възраст 15-18<br />

години, участващи в обучителната среща в<br />

Лисабон, Португалия, април 2017 г. Работа в<br />

международни екипи.<br />

ЕЗИК: Английски език<br />

ВРЕМЕ: 40-45 минути.<br />

ЦЕЛ: Учениците да научат структурата на<br />

кожата, като направят модел МАТЕРИАЛИ: балони,<br />

памук, листове хартия, връв, маркери,<br />

From left to right: Valya Radeva, Natasha Dzhurkova,<br />

Stanimira Valcheva from SU Ekzarh AntimI, Kazanlak,<br />

Bulgaria at the LTTA in Lisbon, April2017<br />

лепило, бонбони с различен цвят, салфетки<br />

ПЛАНИРАНИ ДЕЙНОСТИ:<br />

1. Първата стъпка е обяснение на устройството<br />

на кожата от учителя.- 10 мин.<br />

2. На учениците се дава да си изберат<br />

бонбони с различен цвят и след това се разделят<br />

на отделни групи, според цвета на бонбоните.-<br />

2-5 мин.<br />

3. Всяка група трябва да създаде модел на<br />

кожата, използвайки само материалите, които<br />

са им дадени в една кутия /балони, памук,<br />

листове хартия, връви, маркери, салфетки, лепило/<br />

и знанията си за устройството на кожата<br />

и собствената си креативност и въображение.-<br />

20 мин.<br />

4. В края на задачата всяка група трябва да<br />

представи своя модел и да обясни различните<br />

части на кожата. - 10 минути<br />

ОБРАТНА ВРЪЗКА: Учениците забавлявайки<br />

се и състезавайки се помежду си запомнят<br />

структурата на кожата без затруднения.<br />

Students from SU Ekzarh AntimI, Kazanlak, Bulgaria<br />

with the model of skincreated by them<br />

13


Anatomy of skin – Greek Translation<br />

Ανατομία του Δέρματος Σχέδιο Μαθήματος<br />

ΕΡΓΑΣΤΗΡΙΟ (WORKSHOP) – Aνατομία του<br />

Δέρματος για το Erasmus+ Project ΚΑΘΗΓΗΤΡΙΑ:<br />

Valya Radeva, καθηγήτρια Βιολογίας, στο σχολείο<br />

SU Ekzarh Antim I, Kazanlak, Bulgaria (Βουλγαρία).<br />

ΚΟΙΝΟ: Εκπαιδευτικοί και μαθητές, Σχολείο στη<br />

Λισαβώνα, Πορτογαλία ΤΙΤΛΟΣ ΜΑΘΗΜΑΤΟΣ:<br />

Ανατομία του Δέρματος<br />

ΜΑΘΗΤΕΣ: Λυκείου, ηλικίας ages 15-18, συμμετέχοντες<br />

στο Erasmus+ Project, στη Λισαβόνα,<br />

Πορτογαλία, Απρίλιο 2017<br />

ΓΛΩΣΣΑ: ΑΓΓΛΙΚΗ ΔΙΑΡΚΕΙΑ: 40-45 λεπτά<br />

ΣΤΟΧΟΣ: Οι μαθητές μαθαίνουν τη δομή του δέρματος<br />

δημιουργώντας ένα μοντέλο ΥΛΙΚΑ: μπαλόνια,<br />

βαμβάκι, χαρτί, κορδόνια παπουτσιών,<br />

μαρκαδόροι, κόλλα, καραμέλες διαφορετικών<br />

χρωμάτων, χαρτοπετσέτες.<br />

ΠΡΟΓΡΑΜΜΑΤΙΣΜΕΝΕΣ ΔΡΑΣΤΗΡΙΟΤΗΤΕΣ:<br />

• Πρώτο βήμα είναι ο ορισμός και η ανάλυση<br />

της σύνθεσης του δέρματος από την<br />

• καθηγήτρια. - 10 min<br />

• Οι μαθητές χωρίζονται σε ομάδες επιλέγοντας<br />

καραμέλες διαφορετικών χρωμάτων.- 2-5 min<br />

• Κάθε ομάδα πρέπει να δημιουργήσει ένα μοντέλο<br />

(μίμηση) δέρματος χρησιμοποιώντας<br />

μόνο<br />

• μπαλόνια, βαμβάκι, χαρτί, κορδόνια παπουτσιών,<br />

μαρκαδόρους, χαρτοπετσέτες, κόλλα σε<br />

• συνδυασμό με τη γνώση τους για την ανατομία<br />

του δέρματος, τη δημιουργικότητά τους<br />

και τη<br />

• φαντασία τους.- 20 min<br />

• Στο τέλος της δράσης κάθε ομάδα πρέπει να<br />

παρουσιάσει το μοντέλο της και να δείξει τα<br />

• διαφορετικά μέρη του δέρματος.- 10 min<br />

• ΑΝΑΤΡΟΦΟΔΟΤΗΣΗ: Οι μαθητές διασκεδάζουν<br />

και η συμμετοχή τους σε διαγωνισμό<br />

• βοηθά να απομνημονεύσουν τη δομή του δέρματος<br />

χωρίς δυσκολία.<br />

International team of<br />

students created a model of<br />

skin at LTTA in Lisbon, April<br />

2017<br />

Anatomy of skin – Portuguese Translation<br />

A Anatomia da pele – Plano de aula<br />

WORKSHOP- Anatomia da pele - Erasmus+ Project<br />

VALYA RADEVA, Professora de Biologia, SU Ekzarh<br />

Antim I, Kazanlak, Bulgaria<br />

PÚBLICO: alunos e professores da ESMAVC,<br />

Lisboa, Portugal TÍTULO DA AULA: A Anatomia da<br />

pele<br />

14<br />

ALUNOS: Escola Secundária, idades entre 15-<br />

18, participantes no projeto Erasmus+ Lisbon,<br />

Portugal, April 2017<br />

LÍNGUA: Inglês DURAÇÃO: 40-45 min<br />

OBJETIVO: os alunos aprendem a estrutura<br />

da pele através da elaboração de um modelo


MATERIAIS: balões, algodão, folhas de papel,<br />

atacadores de sapatos, marcadores, cola, doces<br />

de cores diferentes, guardanapos<br />

ATIVIDADES PLANEADAS:<br />

• Primeiro passo – explicação da estrutura da<br />

pele – 10min<br />

• Os alunos são divididos em grupos de acordo<br />

com as cores dos doces que escolhem 2-5 min<br />

• Cada grupo tem que criar um modelo de pele<br />

usando apenas balões, algodão, folhas de<br />

papel,<br />

• atacadores de sapatos, marcadores, guardanapos,<br />

cola, o conhecimento que têm da anatomia<br />

• pele e a sua criatividade e imaginação. 20 min<br />

• No final da tarefa cada grupo tem que apresentar<br />

o seu modelo e explicar as diferentes camadas<br />

da pele - 10 min<br />

• FEEDBACK: Com um espírito competitivo<br />

e divertindo-se, os alunos divertem-se e<br />

memorizam<br />

•a estrutura da pele sem dificuldade.<br />

All participants from the partner schools at the LTTA in Escola Secundaria Maria Amália Vaz de Carvalho, Lisbon,<br />

Portugal; April 2017<br />

Anatomy of skin – Swedish Translation<br />

Hudens anatomi Lektionsplanering<br />

Verkstad - Anatomi av hud för Erasmus +<br />

Projekt Lärare: Valya Radeva, biologi lärare, SU<br />

Ekzarh Antim I, Kazanlak, Bulgarien<br />

Publik: lärare och studenter, skolan: Lissabon,<br />

Portugal Lektion titel: Anatomi av huden<br />

Studenter: Gymnasium, 15-18 år, deltagande<br />

i Erasmus + projektet Kreativt lärande och<br />

undervisning, 2016-2017, Lissabon, Portugal,<br />

april 2017 Språket engelska<br />

Tid: 40-45 min<br />

Mål: Eleverna lär sig struktur av hud genom att<br />

göra en modell<br />

Material: ballonger, bomull, papper, skosnören,<br />

markörer, lim, godis med olika färger, servetter<br />

Aktiviteter planerade:<br />

1. Det första steget är förklaring om huden av<br />

läraren - 10 min<br />

Eleverna är uppdelade i grupper genom att<br />

välja godis med olika färg 2-5 min Varje grupp<br />

måste skapa en hud-modell med endast<br />

ballonger, bomull, papper, skosnören, markörer,<br />

servetter, lim och använda kunskapen om<br />

hudens anatomi och sin egen kreativitet och<br />

fantasi - 20 min<br />

15


I slutet av uppgiften måste varje grupp<br />

presentera sin modell och förklara de olika<br />

delarna av huden - 10 min<br />

Återkoppling: Studenterna har det roligt och är<br />

med i tävlingen, de minns strukturerna i huden<br />

utan svårigheter.<br />

All participants from the partners schools<br />

at the LTTA in Escola Secundaria<br />

Maria Amália Vaz de Carvalho,<br />

Lisbon, Portugal; April 2017<br />

Anatomy of skin – Spanish Translation<br />

Anatomía de la piel Plan de estudios<br />

TALLER-Anatomía de la piel para Erasmus+<br />

Proyecto<br />

PROFESORA: Valya Radeva, Profesora de<br />

Biologia, SU Ekzarh Antim YO, Kazanlak, Bulgaria<br />

AUDIENCIA: profesores y alumnos, Escuela:<br />

Lisboa, Portugal TÍTULO DE LA LECCIÓN:<br />

Anatomia de la piel.<br />

ALUMNOS: Instituto, edad 15-18, participativo<br />

en Erasmus+ Proyecto aprendizaje y enseñanza<br />

creativa, 2016-2017, Lisboa, Portugal, Abril<br />

2017<br />

IDIOMA: Inglés TIEMPO: 40-45 min<br />

META: Que los alumnos aprendan la estructura<br />

de la piel haciendo un modelo<br />

MATERIALES: globos, algodón, hojas de papel,<br />

cordones, marcadores, pegamento, caramelos<br />

con diferentes colores, servilletas<br />

•ACTIVIDADES PLANEADAS:<br />

El primer paso es la explicación de la piel por la<br />

profesora.- 10 min<br />

2.Los alumnos se dividen en grupos eligiendo<br />

caramelos con diferentes colores. -2-5 min<br />

3. Cada grupo tiene que crear un modelo de<br />

la piel usando solo globos, algodón, hojas de<br />

papel, cordones, marcadores, servilletas,<br />

pegamento y usando so conocimiento sobre<br />

la anatomía de la piel y su propia creatividad y<br />

imaginación.- 20 min<br />

4.Al final de la tarea cada grupo tiene que<br />

representar su modelo y explicar las diferentes<br />

partes de la piel.- 10 min<br />

VALORACIÓN: Los alumnos se divierten mucho<br />

y al estar en una competición memorizan la<br />

estructura de la piel sin dificultades.<br />

Participants from the partners schools<br />

at the LTTA in Escola Secundaria<br />

Maria Amália Vaz de Carvalho,<br />

Lisbon, Portugal; April 2017<br />

16


Many interesting motions are so fast that students cannot follow them. Modern devices like<br />

mobile phones, cameras, tablets allow the capture of video. Some other videos are readily<br />

available on the web. The emergence of software capable of tracking and analysing those<br />

videos bring the study of motion in the classroom, to a new level. The group of students on<br />

the ERASMUS+ program from the Maria Amália secondary school explored the software<br />

Tracker to study motion that has been captured in video. They shared the experience with<br />

fellow colleagues at LTTA in Greece.<br />

A new way to study movements<br />

The workshop of the Portuguese team: “A new way to study<br />

movement” was conducted by the teachers Helena Teixeira<br />

and Ana Melo and the students from Escola Secundaria Maria<br />

Amália Vaz de Carvalho, Lisbon and was presented at LTTA in<br />

Athens, Greece - November 2017.<br />

The workshop started with a presentation of the evolution of<br />

the devices used in the study of movement in the laboratories<br />

of secondary schools. Multiflash photography, ticker tapes, light<br />

gates and digital timers and more recently sensors.<br />

In the following video analysis software Tracker was presented,<br />

exemplifying the care that must be exercised in the video<br />

capture. The software was used in the Portuguese school for the<br />

first time in 2017 and will be a tool to introduce in the classroom as a routine.<br />

Why to use Tracker? The students become easily familiar with the technology; it is freeware;<br />

Helena Teixeira- Phisic teacher from<br />

Escola Secundaria Maria Amália<br />

Vaz de Carvalho, Lisbon<br />

17


only requires a smartphone; allows the analysis of videos from several movements, as those<br />

from the web for the project work; the measuring frequency is high and allows for the study of<br />

the movement in a short time (for example graphs: position-time, velocity-time, accelerationtime,<br />

kinetic energy-time). Where to use? In the classroom, in the laboratory or at home.<br />

Two videos captured during activities in the School laboratory (see pictures) and a video with<br />

a man walking in the Moon “The hammer and the feather”, with which it was possible to<br />

calculate a value for the gravity close to the standard.<br />

Video1<br />

In the school Laboratory<br />

To see the augmented reality - the video created by the Portuguese team, you have to use<br />

your HP Reveal APP in your phone and fallow the channel – NatashaDzhurkova<br />

Video 2<br />

18


To see the augmented reality - a video created by the Portuguese team, you have to use your<br />

HP Reveal APP in your phone and follow the channel – NatashaDzhurkova<br />

Video3<br />

To see the augmented<br />

reality – the video<br />

created by the<br />

Portuguese team,<br />

you have to use your<br />

HP Reveal APP<br />

in your phone and<br />

follow the channel –<br />

NatashaDzhurkova<br />

An analysis was made of a video of the movement of body falling captured during the<br />

workshop. The main objective of this workshop was to make this new tool known to students<br />

and teachers of non-scientific areas and show the type of work done in the Physics classroom.<br />

A new way to study movements - Bulgarian Translation<br />

Нов начин за изучаване на движенията<br />

Уоркшоп представен от учителите Helena<br />

Teixeira and Ana Melo и ученици от училище<br />

Escola Secundaria Maria Amália Vaz de Carvalho,<br />

Lisbon, Portugal по време на обучителната среща<br />

в Атина, Гърция през ноември 2017 “Нов<br />

начин за изучаване на движенията” беше насочен<br />

и проведен с учители и ученици от партньорските<br />

държави.<br />

19


Той започна с презентация<br />

за еволюцията<br />

на устройствата използвани<br />

за изучаване на<br />

движението в лабораториите<br />

и прогимназиите.<br />

Мултифункционална фотография,<br />

таймерни ленти,<br />

светлинни изходи, дигитални<br />

таймери и още много<br />

нови сензори. В своя<br />

уоркшоп португалският<br />

екип представи софтуера<br />

,,Tracker“, който е използван<br />

в португалското<br />

училище за пръв път през 2017 и оттогава насам<br />

е вмъкнат в обучителния процес по физика<br />

като рутина.<br />

Защо да използваме Tracker? Учениците<br />

по-лесно се справят с новите технологии.<br />

Софтуерът е достъпен и безплатен. Изисква се<br />

само смартфон. Tracker позволява анализиране<br />

на видео от няколко момента. Измерването<br />

на честотата е висока и позволява изучаването<br />

на характеристики на движенията като например:<br />

време на позиция, време на скорост, време<br />

на ускорение, кинетична енергия-време.<br />

Къде се използва? В класните стаи, в лабораторията<br />

или у дома? Може да се използва<br />

навсякъде.<br />

Две видеа са заснети по време на занятия<br />

в училищната Лаборатория (Виж снимките) и<br />

видео на човек който ходи по луната „Чук и<br />

перце”, с които беше възможно да се измери<br />

гравитацията близо до стандартната.<br />

20<br />

A new way to study movements -<br />

Greek Translation Ένας καινούριος τρόπος<br />

για τη μελέτη των κινήσεων<br />

Το εργαστήρι της πορτογαλικής ομάδας: “Ένας<br />

καινούριος τρόπος για τη μελέτη της κίνησης”<br />

αφορούσε καθηγητές αλλά και μαθητές. Η<br />

παρουσίαση ξεκίνησε με την εξέλιξη των υλισμικών<br />

που χρησιμοποιούνταν στη μελέτη της κίνησης<br />

σε εργαστήρια δευτεροβάθμιας εκπαίδευσης.<br />

Φωτογράφηση με πολύ-φλάς, ταινίες τηλετυπωτών,<br />

φωτοδίοδοι, ψηφιακοί χρονογράφοι, καθώς και<br />

πιο σύγχρονοι αισθητήρες. Το ψηφιακό εργαλείο/<br />

εφαρμογή Tracker που αφορά στη ανάλυση βίντεο,<br />

παρουσιάστηκε σε αυτό το εργαστήρι, δίνοντας<br />

παραδείγματα για το πώς οι παρευρισκόμενοι να<br />

μπορούν να χειρίζονται βιντεογραφημένο υλικό.<br />

Το υλισμικό, χρησιμοποιήθηκε για πρώτη φορά<br />

στο σχολείο μας το 2017, και είναι ένα<br />

εργαλείο που μελλοντικά θα το εισάγουμε στην<br />

εκπαιδευτική ρουτίνα και στη διδασκαλία μας<br />

γενικότερα. Γιατί να χρησιμοποιούμε το Tracker;<br />

Η απάντηση είναι ότι οι μαθητές εγκλιματίζονται<br />

ευκολότερα με τη συγκεκριμένη τεχνολογία,<br />

εφόσον είναι εξοικειωμένοι με την σημερινή<br />

τεχνολογία. Έπειτα είναι δωρεάν και για να<br />

λειτουργήσει χρειάζεται μοναχά ένα<br />

smartphone. Επιτρέπει την ανάλυση των βίντεο<br />

από διαφορετικές σκηνές, καθώς και βίντεο<br />

παρμένα από το διαδίκτυο για το σκοπό αυτού<br />

του εργαστηρίου.<br />

Η συχνότητα στην οποία καταγράφει είναι<br />

αρκετά ψηλή και επιτρέπει καλύτερη μελέτη<br />

κινήσεων σε πιο σύντομο χρονικό διάστημα (για<br />

παράδειγμα οι γραφικές παραστάσεις: χρόνος<br />

θέσης, χρόνος ταχύτητας, χρόνος επιτάχυνσης,<br />

χρόνος κινητικής ενέργειας). Πού μπορεί να<br />

χρησιμοποιηθεί; Στην αίθουσα διδασκαλίας,<br />

σε εργαστήρια ή ακόμη και στο σπίτι. Κατά τη<br />

διάρκεια των μαθησιακών δραστηριοτήτων,<br />

δημιουργήθηκαν δύο βιντεογραφήσεις από το<br />

εργαστήριο του Σχολείου (βλέπε εικόνες), καθώς<br />

και ένα βίντεο κάποιου άνδρα να περπατάει στο<br />

φεγγάρι “The hammer and the feather”. Με αυτό<br />

τον τρόπο ήταν δυνατό να υπολογιστεί η αξία της<br />

βαρύτητας σε σχέση με τη κίνηση. Επιπλέον, μια<br />

βίντεο-ανάλυση ενός σώματος να πέφτει, έλαβε<br />

χώρα κατά τη διάρκεια του εργαστηρίου.<br />

Το κύριο μαθησιακό αντικείμενο αυτού του<br />

εργαστηρίου αποσκοπούσε στο να γίνει γνωστό το<br />

Tracker στους μαθητές, καθώς και σε καθηγητές<br />

μη επιστημονικών γνωστικών αντικειμένων, αλλά<br />

και να δείξει το είδος της ερευνητικής δουλειάς<br />

που γίνεται στο μάθημα της Φυσικής.


A new way to study movements - Swedish Translation<br />

Ett nytt sätt att studera rörelse<br />

Workshop för det portugisiska laget: „E ny sä<br />

a studera rörelse“ genomfördes av läraren och<br />

studenterna. Det började med en presentaon<br />

om utvecklingen av de enheter som användes vid<br />

studier av rörelser i gymnasiernas laboratorier.<br />

Mulflash fotografering, ckerband, ljusportar,<br />

digitala mers och nyligen sensorer.<br />

I det följande presenteras en videoanalys om programvaran<br />

Tracker som exemplifierar vården som<br />

måste utövas i videofångst. Programvaran användes<br />

i vår skola för första gången 2017 och kommer<br />

introduceras i klassrummen som en run.<br />

Varför ska man använda Tracker? Eleverna blir väl<br />

bekanta med tekniken. Freeware kräver bara en<br />

smartphone och den llåter analys av videor från<br />

flera rörelser, som de från webben för projektets<br />

arbete. Mät Frekvensen är hög och möjliggör studier<br />

av rörelsen på kort d (ll exempel diagram:<br />

posions d, hasghet d, acceleraonsd, kine-<br />

sk energi d).<br />

Vart kan man använda den? I klassrummet, i laboratoriet<br />

eller hemma.<br />

Två videor tagna under akviteter i Scholl laboratoriet<br />

(se bilder) och en video med en man som<br />

Helena Teixeira- Phisic teacher from Escola Secundaria<br />

Maria Amália Vaz de Carvalho, Lisbon<br />

går på månen ”Hammaren och äder”, som gjorde<br />

det möjligt a beräkna e värde för gravitaonen<br />

nära ll standarden. Ändå gjordes en analys<br />

av en rörelse av kroppens fall som fångades under<br />

workshopen.<br />

Huvudsyet med denna workshop var a göra<br />

dea nya verktyg känt för elever och lärare i<br />

icke-vetenskapliga områden och visa vilken typ av<br />

arbete som uörts i fysik klassrummet.<br />

A new way to study movements - Spanish Translation<br />

Una nueva forma de estudiar los movimientos<br />

El taller del equipo portugués: „Una nueva forma<br />

de estudiar el movimiento“ fue realizado por el<br />

profesor y los alumnos. Comenzó con una presentación<br />

de la evolución de los disposivos ulizados<br />

en el estudio del movimiento en los laboratorios<br />

de las escuelas secundarias. Fotograa multiflash,<br />

cintas de telepo, puertas de luz y temporizadores<br />

digitales y, más recientemente, sensores.<br />

A connuación se presentó el soware de análisis<br />

de video Tracker, que ejemplifica el cuidado que<br />

se debe tener en la captura de video. El soware<br />

fue ulizado en nuestra escuela por primera vez<br />

en 2017 y será una herramienta para introducir<br />

en el aula como una runa.<br />

¿Por qué usar Tracker? Los estudiantes se familiarizan<br />

fácilmente con la tecnología; es freeware;<br />

solo requiere un teléfono inteligente; permite el<br />

análisis de videos de varios movimientos, como<br />

los de la web para el trabajo del proyecto; la frecuencia<br />

de medición es alta y permite el estudio<br />

del movimiento en un empo corto (por ejemplo,<br />

gráficos: posición-empo, velocidad-empo,<br />

aceleración-empo, energía cinéca-empo).<br />

¿Dónde ulizar? En el aula, en el laboratorio o en<br />

casa.<br />

Dos videos capturados durante las acvidades en<br />

el laboratorio Scholl (ver fotos) y un video con un<br />

hombre caminando en la Luna „El marllo y la<br />

21


pluma“, con el que fue posible calcular un valor<br />

para la gravedad cercana al estándar. Además, se<br />

realizó un análisis de un video del movimiento de<br />

caída del cuerpo capturado durante el taller.<br />

El objevo principal de este taller fue dar a conocer<br />

esta nueva herramienta a estudiantes y profesores<br />

de áreas no cienficas y mostrar el po de<br />

trabajo realizado en el aula de Física<br />

A new way to study movements - Portuguese Translation<br />

O workshop da equipa portuguesa: “Um novo<br />

modo de estudar movimentos” foi orientado<br />

pela professora e pelos alunos. Começou com<br />

uma apresentação da evolução dos equipamentos<br />

usados no estudo de movimentos em laboratórios<br />

de Física de escolas secundárias. Fotografia<br />

mulflash, marcadores electromagnécos, células<br />

fotoeléctricas ligadas a digimetros e mais recentemente<br />

os sensores.<br />

Apresentou-se em seguida o software de vídeo<br />

análise Tracker, exemplificando o seu uso e referindo<br />

os cuidados a ter para obtenção dos vídeos.<br />

Este software foi usado na nossa escola<br />

pela primeira vez em 2017 e será uma ferramenta<br />

a introduzir na práca leva.<br />

Por que usar o Tracker? É uma tecnologia a que<br />

os alunos se adaptam facilmente; é de uso livre;<br />

só necessita de um smartphone; permite a análise<br />

de vídeos de movimentos diversos obdos<br />

por exemplo na web para trabalho de projecto; a<br />

frequência de medida é elevada e permite o estudo<br />

do movimento em pouco tempo (gráficos<br />

por exemplo: posição-tempo, velocidade-tempo,<br />

aceleração-tempo, energia cinéca-tempo).<br />

Onde usar? Na sala de aula, no laboratório ou em<br />

casa.<br />

Foram analisados dois vídeos realizados em ac-<br />

vidades de laboratório na escola (ver imagens)<br />

e um vídeo do homem na Lua “Pena e martelo”<br />

com o qual foi possível chegar a um valor para a<br />

aceleração gravidade nesse planeta muito próximo<br />

do tabelado. Foi ainda analisada a queda de<br />

um corpo recorrendo a um vídeo capturado durante<br />

o workshop.<br />

O objecvo do Workshop foi dar a conhecer<br />

esta nova ferramenta e mostrar aos parcipantes,<br />

alunos e professores de áreas diferentes<br />

das ciências, o po de trabalho desenvolvido em<br />

aulas de Física.<br />

22<br />

Ana Melo -English language teacher from Escola<br />

Secundaria Maria Amália Vaz de Carvalho, Lisbon ,<br />

Portugal


STRESS<br />

Lesson Plan<br />

WORKSHOP – PRESENTATION for ERASMUS + Project:<br />

TEACHER: Elen Sotiropoulou, English Language Teacher at 17 Lyceum of Athens Date:<br />

29.4.2017 AUDIENCE: Teachers, Students - School: Lisbon, Portugal ‘<br />

STUDENTS: Senior High School, ages 15-18, participating in ERASMUS+ Project , Lisbon,<br />

PORTUGAL, April 2017.<br />

LANGUAGE - LEVEL: ENGLISH, Advanced Level English Language Skills TIME: ~40 MIN<br />

SKILLS: ALL (LISTENING – SPEAKING – READING – WRITING)<br />

AIM/GOAL: HOLISTIC LEARNING THROUGH CREATIVITY, LEARNING THE NEW USING THE<br />

FAMILIAR- MASTERING AND IMPLEMENTING RELEVANT KNOWLEDGE AND SKILLS VIA<br />

INTERDISCIPLINARY APPROACH: English Language, Biology, Drama, Art, ICT, PBL, OBJECTIVES:<br />

VOCABULARY AND GRAMMAR PRACTICE, ORAL SKILLS DEVELOPMENT, COGNITIVE,<br />

METACOGNITIVE, SOCIAL, EMOTIONAL, COMMUNICATIVE DEVELOPMENT, CRITICAL THINKING<br />

OUTLINE:<br />

ACTIVITIES PLANNED + TIME ALLOCATED FOR<br />

EACH ONE:<br />

Use English language and all four learning skills.<br />

Practice using conditionals. 1’ – Introduction to<br />

topic via realistic shock tactic<br />

1’ – split students into groups of 3-4 (each one<br />

from a different country so they get to use<br />

English only, to communicate)<br />

1’ – Introduction to activity – requirements,<br />

objectives, outcome – give handouts<br />

1’ – Students allocate roles (two doctors, one<br />

Elen Sotiropoulou, English Language Teacher<br />

from 17 Lyceum of Athens, Greece<br />

cameraman, one patient-if there is a fourth<br />

person in the group, time keeper) – use journallist<br />

10’ - Read (skim), choose and use ideas from:<br />

text, vocabulary list of expressions, alternative<br />

medicine handout, body charts (both controlled<br />

and freer practice) - use journal-list<br />

10’ – Act – Role Play improvising and record on<br />

video each group’s attempt. Students – Teacher<br />

can use mobile phone camera. Video should not<br />

be more than 1-2 min. in length – use journal-list<br />

10’ – Watch videos silently - use journal-list<br />

5’ – Students gather in groups of common roles,<br />

23


e.g. all alternative doctors together. They give<br />

feedback and share their notes - use journal-list.<br />

They allocate a speaker for their group to report<br />

to class<br />

5’-- Feedback to whole class from all groups..<br />

What went well, what they enjoyed, realized<br />

and/or learned, what they would do differently.<br />

Evaluation of self, others, activity.<br />

1’ – Show our English language WIKI page on<br />

‘Stress’ and Play song(s) while wrapping up with<br />

positive outcomes, e.g. realizing there are ways<br />

out of stress and the best way is to communicate<br />

with others. Talking helps identify and solve<br />

underlying issues causing stress.<br />

Solutions to stress will be offered in next<br />

meeting through a special Mindfulness Activity.<br />

RESOURCES/REFERENCES/LINKS:<br />

QSE ADVANCED LEVEL by Andrew Betsis, unit 19, p.87 STRESS https://www.psychologytoday.<br />

com/basics/stress<br />

Alternative medicine http://altmedworld.net/alternative.htm https://www.verywell.com/holistichealth-4014763<br />

Body chart http://www.mindbodygreen.com/0-18426/diy-foot-reflexology-7-pressure-points-toreduce-stress-boost-metabolism.html<br />

http://www.newhealthguide.org/Reflexology-Foot-Chart.html<br />

Expressing opinion vocabulary - handout<br />

Songs Don’t worry be Happy , Bob Marley<br />

https://www.youtube.com/watch?v=L3HQMbQAWRc<br />

all you need is love, Beatles<br />

https://www.youtube.com/watch?v=dsxtImDVMig<br />

Perfect, Fairground attraction<br />

https://www.youtube.com/watch?v=txapREGWHp0<br />

Journal-list - handout<br />

Wiki http://17lyka.wikispaces.com/health<br />

Evaluation sheet - handout<br />

Quiz STRESS QUIZ - Enjoy https://quizlet.com/36437382/flashcards http://www.webmd.com/<br />

balance/rm-quiz-health-benefits-music http://www.webmd.com/balance/rm-quiz-happiness https://<br />

quizlet.com/36437382/stress-managment-flash-cards/<br />

http://study.com/academy/practice/quiz-worksheet-characteristics-of-general<br />

adaptation-syndrome.html –GAS<br />

http://study.com/academy/practice/quiz-worksheet-chronic-stress-related-health-risks.html<br />

LESSON PLAN : https://v.gd/9OhBsb<br />

http://learningdesigner.org/<br />

EVALUATION: Self, Others, Activity<br />

TAKE HOME TASKS/ASSIGNMENT: - Create a video with captions, title, project info etc and upload on<br />

our wiki Erasmus page to share with all<br />

Write a list of ideas to help students overcome exams stress and present in a PPT with Visuals and<br />

music. Upload on our Erasmus wiki and share. A discussion may follow on which PPT was most<br />

helpful/inspiring.<br />

LESSON PLANNING WITH BLOOM : http://learningdesigner.org/<br />

STATE LEARNING STANDARDS<br />

Five Components of Comprehensive Social and Emotional Learning<br />

• Self-Awareness (identifying emotions, self-confidence, self-efficacy)<br />

• Self-Management (impulse control, stress management, self-discipline, motivation, goal<br />

setting, organizational skills)<br />

24


• Social-Awareness (perspective taking, empathy, appreciating diversity, respect for others)<br />

• Relationship Skills (communication, social engagement, relationships, cooperation, resolving<br />

conflicts, seeking help or helping)<br />

• Responsible Decision Making (problem solving skills, ethical responsibility) UIC,<br />

UNI OF ILLINOIS CHICAGO<br />

GOALS, OBJECTIVES AND LEARNING OUTCOMES http://schools.aucegypt.edu/academics/eli/IEG/<br />

Pages/Goals,%20Objectives,%20and%20Lea rning%20Outcomes.aspx<br />

MY WIKI LINKS http://17lyka.wikispaces.com/BLOOMhttp://17lyka.wikispaces.com/<br />

ERASMUS++KA2 http://storybird.com/books/dreaming-of-happiness-or-living-it/ http://17lyka.<br />

wikispaces.com/happiness<br />

http://17lyka.wikispaces.com/health<br />

(Scroll down to ‘STRESS’)<br />

STRESS QUIZ - Enjoy<br />

https://quizlet.com/36437382/fl ashcards<br />

Elen Sotiropoulou, English Language Teacher<br />

from 17 Lyceum of Athens, Greece<br />

25


STRESS, Lesson Plan - Bulgarian Translation<br />

Холистичен модел на учене чрез креативност;<br />

изучаване на новото, използвайки познатото;<br />

усвояване и практикуване на съответните<br />

знания и умения чрез интердисциплинарния<br />

подход: английски език, биология, театър, изкуство,<br />

ИКТ, учене, базирано на разрешаване<br />

на проблеми.<br />

ЦЕЛИ: Практикуване на лексика и граматика,<br />

развитие на комуникативни умения, когнитивно,<br />

метакогнитивно, социално, емоционално<br />

развитие; критично мислене<br />

1’ – Въведение в темата чрез поставяне в<br />

реалистични ситуации<br />

Разделяне на учениците на групи по 3 или<br />

4 (всеки от разлчна държава, за да използват<br />

само английски език за комуникация.)<br />

1’ – Въведение в дейността - изисквания,<br />

цели, резултати РАЗДАВАНЕ НА ЛИСТИ СЪС<br />

ЗАДАЧИ<br />

1’ – Учениците разпределят роли (двама<br />

лекари, един оператор на камера, един пациент<br />

ако има четвърти човек в групата, той отчита<br />

времето) – да се използва лист за отбелязване<br />

10’ -Прочитат набързо, избират и използват<br />

идеи от: текст, списък с изрази, листът с<br />

методи от алтернативната медицина, телесни<br />

диаграми (и двете контролирани и на по-свободна<br />

практика) – правят се записки<br />

10’ -Действие – импровизиране на ролеви<br />

игри и заснемане на опитите на всички групи.<br />

Ученици - Учителят може да използва камера<br />

на мобилен телефон. Видеото не трябва да<br />

бъде по-дълго от минута, две; използване на<br />

записки 10’ -Гледане на видеата без да се коментира;<br />

да се използват записки<br />

5’ - Учениците се събират в групи от общи<br />

роли, напр. всички алтернативни медици заедно.<br />

Те дават обратна връзка и споделят бележките<br />

си - използват записки. Те определят<br />

говорител на групата, който да докладва на<br />

класа.<br />

5’- Обратна връзка към целия клас от всички<br />

групи. Какво се е получило добре, какво им<br />

е харесало, какво са осъзнали и/или научили,<br />

какво биха направили по различен<br />

начин. Оценка на себе си, другите, дейностите.<br />

1’ – Показване на нашата английска WIKI<br />

страница за стреса и пускане на песни докато<br />

се зареждат с позитивни начини за избавяне,<br />

напр. осъзнавайки, че има такива начини<br />

и най-добрият начин е да общуват с другите.<br />

Говоренето помага да се идентифицират и<br />

решат основните проблеми, предизвикващи<br />

стрес. Решенията как да се справим със стреса<br />

ще бъдат предложени на следващата среща<br />

чрез специална техника за запълване на ума.<br />

Необходими материали: проектор, PC,<br />

Internet, телефон с камера, HD cable<br />

STRESS, Lesson Plan - Greek Translation<br />

ΜΑΘΗΤΕΣ: Λυκείου, ηλικίας15-18, συμμετέχοντες<br />

στο ERASMUS+ Project ‘<strong>Creative</strong> Learning &<br />

<strong>Teaching</strong>’, 2016-2017. Lisbon, PORTUGAL, April<br />

2017.<br />

ΓΛΩΣΣΑ - ΕΠΙΠΕΔΟ: ΑΓΓΛΙΚΑ Advanced Level<br />

English Language Skills ΔΙΑΡΚΕΙΑ: ~40 λεπτά<br />

ΔΕΞΙΟΤΗΤΕΣ: ΟΛΕΣ (ΑΚΟΗ/LISTENING – ΟΜΙΛΙΑ/<br />

SPEAKING – ΑΝΑΓΝΩΣΗ/READING – ΓΡΑΦΗ/<br />

WRITING) ΣΤΟΧΟΣ: ΟΛΙΣΤΙΚΗ ΜΑΘΗΣΗ ΜΕΣΩ<br />

ΔΗΜΙΟΥΡΓΙΚΟΤΗΤΑΣ, ΜΑΘΑΙΝΟΝΤΑΣ ΤΟ ΝΕΟ<br />

26<br />

ΜΕΣΩ ΤΟΥ ΓΝΩΡΙΜΟΥ- ΚΑΤΑΚΤΩΝΤΑΣ ΚΑΙ<br />

ΕΦΑΡΜΟΖΟΝΤΑΣ ΓΝΩΣΗ ΚΑΙ ΔΕΞΙΟΤΗΤΕΣ ΜΕΣΩ<br />

ΔΙΕΠΙΣΤΗΜΟΝΙΚΗΣ ΠΡΟΣΕΓΓΙΣΗΣ: ΑΓΓΛΙΚΗ<br />

ΓΛΩΣΣΑ, ΒΙΟΛΟΓΙΑ, ΔΡΑΜΑΤΟΠΙΗΣΗ/ΘΕΑΤΡΟ,<br />

ΤΕΧΝΗ, Η/Υ, ΕΡΕΥΝΗΤΙΚΑ ΣΧΕΔΙΑ/PROJECT<br />

ΕΠΙ ΜΕΡΟΥΣ ΣΤΟΧΟΙ: ΕΞΑΣΚΗΣΗ ΛΕΞΙΛΟΓΙΟΥ<br />

ΚΑΙ ΓΡΑΜΜΑΤΙΚΗΣ, ΒΕΛΤΙΩΣΗ ΔΕΞΙΟΤΗΤΑΣ<br />

ΠΡΟΦΟΡΙΚΗΣ ΧΡΗΣΗΣ ΤΗΣ ΓΛΩΣΣΑΣ, ΓΝΩΣΤΙΚΗ,<br />

ΜΕΤΑΓΝΩΣΤΙΚΗ, ΚΟΙΝΩΝΙΚΗ, ΣΥΝΑΙΣΘΗΜΑΤΙΚΗ,<br />

ΕΠΙΚΟΙΝΩΝΙΑΚΗ ΑΝΑΠΤΥΞΗ, ΚΡΙΤΙΚΗ ΣΚΕΨΗ


ΠΕΡΙΓΡΑΦΗ:<br />

ΔΡΑΣΕΙΣ ΚΑΙ ΔΙΑΡΚΕΙΑ:<br />

Χρήση της Αγγλικής Γλώσσας και του συνόλου<br />

των τεσσάρων μαθησιακών δεξιοτήτων. Πρακτική<br />

στη χρήση Υποθετικών Λόγων.<br />

1’ – Εισαγωγή στο θέμα με τακτική σοκ.<br />

1’ – Οι μαθητές σχηματίζουν ομάδες 3-4 ατόμων<br />

(κάθε άτομο είναι από διαφορετική χώρα ώστε<br />

να χρησιμοποιήσουν την Αγγλική γλώσσα για επικοινωνία)<br />

1’ – Εισαγωγή στη δράση – απαιτήσεις, στόχοι,<br />

αποτέλεσμα – μοιράζουμε φωτοτυπίες για εργασίες<br />

1’ – Οι μαθητές αναθέτουν ρόλους μεταξύ<br />

τους (δύο γιατροί, ένας εικονολήπτης, ένας<br />

ασθενής και κάποιος αναλαμβάνει να κρατάει<br />

χρόνο) – αρχίζουν να χρησιμοποιούν το έντυπο<br />

σημειώσεων journal-list<br />

10’ – Ανάγνωση κειμένου – επιλέγουν και χρησιμοποιούν<br />

ιδέες από το κείμενο, τη λίστα λεξιλογίου<br />

με εκφράσεις, φωτοτυπία εναλλακτικής<br />

ιατρικής (αlternative medicine), τους πίνακες σώματος<br />

τοπογραφίας ασθενειών (καθοδηγούμενη<br />

και ελεύθερη πρακτική εξάσκηση γλώσσας – χρήση<br />

έντυπου journal-list<br />

10’ – Δραματοποίηση – αυτοσχεδιασμός και καταγραφή<br />

σε βίντεο της προσπάθειας κάθε ομάδας.<br />

Οι μαθητές – καθηγητές μπορούν να χρησιμοποιήσουν<br />

την κάμερα του κινητού τηλεφώνου<br />

τους. Η διάρκεια του βίντεο να μην υπερβαίνει<br />

το 1-2 λεπτά – χρήση εντύπου journal-list 10’ –<br />

Παρακολούθηση των βίντεο – σιωπηλά – χρήση<br />

εντύπου journal-list<br />

5’ – Οι μαθητές συγκεντρώνονται σε ομάδες<br />

με βάση τους κοινούς ρόλους τους, π.χ. όλοι οι<br />

εναλλακτικοί γιατροί σε μια ομάδα. Προσφέρουν<br />

ανατροφοδότηση και μοιράζονται τις σημειώσεις<br />

τους – χρήση εντύπου journal-list.<br />

Αναθέτουν σε ένα άτομο της ομάδας τους να μιλήσει<br />

εκ μέρους τους στην τάξη.<br />

5’- Ανατροφοδότηση από όλες τις ομάδες<br />

στην τάξη. Τι πήγε καλά, τι απόλαυσαν, τι συνειδητοποίησαν<br />

ή/κι έμαθαν, τι θα έκαναν διαφορετικά<br />

στην όλη διαδικασία.<br />

Αξιολόγηση άλλων και της δραστηριότητας και<br />

αυτοαξιολόγηση.<br />

1’ – Δείχνουμε τη σελίδα μας στο WIKI για το<br />

‘Stress’ και παίζουμε τραγούδια ενώ συνοψίζουμε<br />

τα θετικά αποτελέσματα που νιώθουν οι μαθητές<br />

ότι αποκόμισαν, π.χ. συνειδητοποίηση ότι<br />

υπάρχουν λύσεις διαφυγής από το στρες και η<br />

καλύτερη είναι η επικοινωνία με άλλους.<br />

Η επικοινωνία μας βοηθά να αναγνωρίσουμε και<br />

να επιλύσουμε θέματα που υποβόσκουν σε λανθάνουσα<br />

μορφή και προκαλούν στρες / άγχος.<br />

Λύσεις για το στρες θα δοθούν στο επόμενη συνάντηση<br />

μέσω ειδικών Δράσεων Ενσυνειδητότητας.<br />

ΥΛΙΚΑ/ΕΞΟΠΛΙΣΜΟΣ: Projector, PC, WIFI, Internet,<br />

Mobile phone camera, HD cable, Ρόμπα γιατρού<br />

(εάν υπάρχει δυνατότητα), Φωτοτυπίες (text<br />

from coursebook, alternative medicine, body<br />

chart, journal-list, …)<br />

ΑΞΙΟΛΟΓΗΣΗ : Εαυτού, Άλλων, Δράσης ΕΡΓΑΣΙΕΣ<br />

ΓΙΑ ΤΟ ΣΠΙΤΙ:<br />

- Δημιουργείστε ένα video με κείμενο, τίτλο, πληροφορίες<br />

για τη δραστηριότητα αυτή κ.λ.π. κι<br />

ανεβάστε το στη σελίδα μας wiki Erasmus page<br />

ώστε να το μοιραστείτε με όλους<br />

- Γράψτε μια λίστα με ιδέες που θα βοηθήσουν<br />

μαθητές να ξεπεράσουν το στρες των εξετάσεων/διαγωνισμάτων<br />

και παρουσιάστε τις με PPT<br />

με οπτικό υλικό και μουσική. Ανεβάστε το στο<br />

Erasmus wiki μας και μοιραστείτε το. Μπορεί να<br />

ακολουθήσει συζήτηση ως προς το ποιο PPT ήταν<br />

πιο χρήσιμο /ενδιαφέρον (εμπνέει).<br />

STRESS, Lesson Plan - Spanish Translation<br />

Plan de estudios<br />

TALLER – PRESENTACION para ERASMUS +<br />

Proyecto:<br />

PROFESORA: Elen Soropoulou, Profesora de inglés<br />

en 17 Lyceum de Atenas Fecha: 29.4.2017<br />

PARTICIPANTES: Profesores, (Estudiantes?) -<br />

Escuela: Lisboa, Portugal ‘<br />

TÍTULO DE LA LECCIÓN : ESTRÉS<br />

ESTUDIANTES: Escuela secundaria superior, edades<br />

15-18, parcipantes en ERASMUS+ Projecto<br />

‘Aprendizaje y enseñanza creva, 2016-2017.<br />

Lisboa, PORTUGAL, Abril 2017. IDIOMA - NIVEL:<br />

INGLÉS, Nivel avanzado de habilidades en inglés.<br />

TIEMPO: ~40 MIN<br />

27


HABILIDADES: TODAS (ESCUCHAR – HABLAR –<br />

LEER – ESCRIBIR)<br />

OBJETIVO: APRENDIZAJE HOLÍSTICO A TRAVÉS<br />

DE LA CREATIVIDAD, APRENDIZAJE DE LA NUEVA<br />

UTILIZACION DEL FAMILIAR – DOMINANDO Y<br />

PONIENDO EN PRÁCTICA LOS CONOCIMIENTOS<br />

RELEVANTES Y HABILIDADES VIA ENFOQUE<br />

INTERDISCIPLINARIO: Inglés, Biologia, Drama,<br />

Arte, ICT, PBL,<br />

OBJECTIVES: PRÁCTICA DE VOCABULARIO<br />

Y GRAMAR, HABILIDADES DEL<br />

DESENVOLUPAMIENTO COGNITIVO,<br />

METACOGNUTIVO, SOCIAL, EMOCIONAL,<br />

DESENVOLUPAMIENTO Y PENSAMIENTOS<br />

CRÍTICOS<br />

RESUMEN<br />

ACTIVIDADES PLANEADAS + TIEMPO ASIGNADO<br />

PRA CADA UNO:<br />

Usa el inglés para mostrar tus habilidades de<br />

aprendizaje. Pracca usando condicionales 1’<br />

Introduccion al tópico via tácca de choque realista<br />

1’ – Haz grupos de 3-4 estudiantes (En cada grupo<br />

ene que haber un estudiante de cada país, así<br />

usaran el inglés para comunicarse)<br />

1’ – Introducción a la acvidad – requerimientos,<br />

objevos, resultado – Da folletos<br />

1’ – Los estudiantes se asignan papeles (2 doctores,<br />

Un cámara, un paciente si son 4 en el grupo,<br />

encargado del empo) – usa la lista jornal<br />

10’ – Leer, escoje y usa una idea: texto, vocabulario,<br />

lista de expressiones, folletos de medicina<br />

alternavos, imagenes del cuerpo (Ambos controlados)<br />

( una prácca más libre) usa las listas<br />

jornales<br />

10’ – Acvidad – Imporvisacion de los roles del<br />

juego y grabar en video en grupo Estudiantes –<br />

La profesora puede usar el movil para grabar. El<br />

video no debería ser<br />

más de 1-2 min. de largo – usa la lista jornal<br />

10’ – Mirar videos silenciosamente- usa la lista<br />

jornal<br />

5’ – Los estudiantes se reunen en grupos de roles<br />

comunes, e.g. todos doctores alternavos juntos.<br />

Ellos dan valoración y comparten sus notas- usa<br />

lista jornal. Ellos asignan un portavoz en su grupo<br />

para informar a la clase.<br />

5’- Comentar a los grupos de toda la clase.<br />

Qué salió bién, que disfrutaron, realizaron y/o<br />

aprendieron, que harían de diferente manera.<br />

Avaluación de si mismos, otros, acvidad.<br />

1’ – Mostar nuestra WIKI en inglés en ‘Stress’ y<br />

Play song(s)<br />

Mientras termina con resultados posivos, e.g.<br />

darse cuenta de que hay formas de salir del estrés<br />

y la major forma es comunicarte con otros.<br />

Hablar ayuda a idenficar y resolver problemas<br />

subyacentes que causan estrés.<br />

Se ofrecerán soluciones para el estrés en la próxima<br />

reunión a través de un Acvidad plena antención.<br />

STRESS, Lesson Plan - Swedish Translation<br />

WORKSHOP – PRESENTATION för ERASMUS +<br />

Project: Lärare: Elen Soropoulou, Lärare i engelska<br />

vid 17 Lyceum av Athen<br />

Datum: 29.4.2017<br />

Publik: lärare, studenter - Skola: Lisbon, Portugal<br />

LEKTIONSTITLE : STRESS<br />

STUDENTER: Gymnasium, ålder15-18, deltagare<br />

i ERASMUS+ Projektet ‘Creave Learning &<br />

<strong>Teaching</strong>’, 2016-2017. Lissabon, PORTUGAL, April<br />

2017.<br />

SPRÅK - NIVÅ: ENGELSKA, Avancerad engelska<br />

TID: ~40 MIN<br />

FÄRDIGHETER: ALLA (HÖRA –TALA- LÄSA – SKRIVA)<br />

28<br />

MÅL: HOLISTISKT LÄRANDE GENOM KREATIVITET,<br />

LÄRA SIG NYA KUNSKAPER MED ANVÄNDNING<br />

AV FAMILJÄRA METODER – BEMÄSTRA OCH<br />

IMPLEMENTERA RELEVANT KUNSKAP GENOM<br />

ÄMNESÖVERGRIPANDE SAMARBETE: Engelska,<br />

Biologi, Drama, konst, IKT, PBL<br />

VOKABULÄR OCH GRAMMATIKÖVNINGAR,<br />

UTVECKLING AV MUNTLIGA FÖRMÅGOR,<br />

KOGNITIVA, METAKOGNITIVA, SOCIALT,<br />

EMOTIONELLT, KOMMUNIKATIV UTVECKLING,<br />

KRITISKT TÄNKANDE<br />

PLANERADE AKTIVITETER + TID FÖR VAR OCH EN<br />

Använd det engelska språket och alla fyra färdig-


heter. Träna på a använda kondionalis.<br />

1’ – Introdukon av ämnet genom realisc chocktakk.<br />

1’ – Dela in eleverna i grupper (alla från olika länder,<br />

så a de kan använda engelska för a kommuniciera<br />

på e naturligt sä).<br />

1’ – introducera akviteterna: krav och instrukoner<br />

delas ut<br />

1’ – studenterna lldelas roller (två doktorer, en<br />

kameraman, en paent – om det finns en ärde<br />

person kan den vara dtagare.<br />

10’ – Läs (skumma), välj och använd ideer från<br />

texten, uryck från ordlistan, medicine listan,<br />

kroppsdelar – använd er av journallistan.<br />

10’ – Rollspel: improviser och spela in en video av<br />

varje grupps försök.<br />

Studenter och lärare kan använda sig av mobiltelefoner.<br />

Videon skall inte vara längre än 1-2 minuter-<br />

använd era v journallistan.<br />

10’ – Tia på filmen – använd era v journallistan<br />

5’ – Studenterna samlas I grupper av genemsamma<br />

karaktärer: exempelvis alla doktorer samlas I<br />

en grupp osv. Ni ger varandra feedback och delar<br />

era noteringar– använd er av era journallistor. En<br />

I varje grupp rapporterar llbaks ll hela klassen<br />

hur det gå.<br />

5’- Feedback ll hela klassen vad som gick<br />

bra, vad som var roligt, vad de lärt sig, och vad de<br />

kunde gjort annorlunda.<br />

1’ – Vining av vår egen wikisida om STRESS och<br />

spela musik.<br />

Dela med oss av egna erfarenheter och förståelsen<br />

av a det finns vägar bort från stress, och<br />

bästa säet är a kommunicera med andra. A<br />

prata hjälper ll a idenfier och lösa underliggande<br />

problem som orsakar stress. Lösningen ll<br />

stress kommer vid nästa Erasmus+ mote genom<br />

en övning I mindfulness.<br />

MATERIAL/BEHOV: Projektor, PC, WIF douts (text<br />

från kursbok, alternav medicine, kroppsbilder,<br />

journallistor, …)I, Internet, Mobile phone camera,<br />

HD cable, Doctor’s robes om möjligt), Han<br />

ICT class activity description<br />

Subject: ICT Level: Year 3<br />

Duration: 60 minutes<br />

Teacher: George Poullides from American<br />

Academy Larnaca, Cyprus Area/context: Basic<br />

knowledge on ICT terminology: software &<br />

hardware Requirements: Smartboard, video<br />

projector, smart voting machines,<br />

teacher’s Computer. Prepared<br />

material: electronic presentation<br />

with pre-set 20 custom questions and<br />

multiple-choice answers.<br />

George Poullides from<br />

American Academy<br />

Larnaca, Cyprus<br />

29


Overview<br />

This class activity aims to help students understand<br />

and revise on various ICT terminologies related to<br />

the software and the hardware of a computer<br />

The activity is an electronic in-class game of<br />

multiple choice questions on the subject area<br />

covered in previous lessons. The aim mostly is to<br />

help students revise for a forthcoming test while<br />

at the same time provide motivation for students<br />

to at least revise the main points before the<br />

activity.<br />

Arrangements<br />

This a group work activity. Students are divided<br />

into groups of maximum four students. The<br />

students are given the chance to choose the<br />

members in their group because this will make it<br />

more enjoyable and fair.<br />

Each groups can choose their own name and that<br />

name appears on the electronic score board. A<br />

wireless voting device which has been previously<br />

configured to connect to the smartboard will be<br />

given to each team. The devices are labelled with<br />

numbers for scoring purposes, i.e. each labelled<br />

device will be given a name using the smartboard’s<br />

software. The voting device is shown on the right.<br />

Activity implementation<br />

The questions appear on the board and students<br />

are given 20 seconds to read, understand and<br />

answer each of them. The groups must discuss<br />

and decide on one answer, therefore,<br />

to make the activity more realistic, the 20<br />

seconds timer will start after the teacher reads<br />

the question out loud, such that to give time to<br />

the groups to shortly discuss possible answers.<br />

A screenshot of a question just as soon as the<br />

timer started is shown below:<br />

Students are required to press one button on<br />

the electronic voting device which corresponds<br />

to the answer they think is correct. Most of the<br />

times questions are prepared to have five choices<br />

(instead of the maximum 6 that the device<br />

allows) to make the activity more time-efficient<br />

and enjoyable.<br />

After all groups answer or when the 20 seconds<br />

time allowance passes (whichever is first), what<br />

was answered by each group is shown on the<br />

board together with the correct answer which is<br />

highlighted in green, as shown below.<br />

The green rectangles labelled 2 indicate which<br />

30


4<br />

5<br />

3<br />

1<br />

2<br />

teams have answered correctly and, similarly, red<br />

rectangles labelled 3 show which teams have not.<br />

Label 4 is a choice that when clicked shows the<br />

overall scoreboard of the game and label 5 is<br />

the green highlighted square which indicates the<br />

correct answer.<br />

Conclusion<br />

Students will get one point for answering a<br />

question correctly and are not penalised when<br />

they make a mistake. The final scores could then<br />

be used for assessment purposes, if needed. All<br />

in all, this is an enjoyable way to help students<br />

revise the material learned and at the same time<br />

provide an incentive to study for the subject.<br />

ICT class activity description - Greek Translation<br />

Μάθημα: ΤΠΕ Επίπεδο: 3 Duration: 60 λεπτά<br />

Καθηγητής: Γιώργος Πουλλίδης<br />

Area/context: Βασική γνώση σε ορισμούς ΤΠΕ:<br />

λογισμικό & υλισμικό<br />

Τεχνικές ανάγκες: Έξυπνος πίνακας, προτζεκτορ<br />

βίντεο, μηχανής, συσκευές έξυπνης ψηφοφορίας<br />

(παρελκόμενα), Η/Υ του διδάσκοντα<br />

Μαθησιακό υλικό: ηλεκτρονική παρουσίαση με<br />

20 προ-σχεδιασμένες ερωτήσεις και απαντήσεις<br />

πολλαπλής επιλογής.<br />

Περιγραφή<br />

Αυτή η μαθησιακή δραστηριότητα αποσκοπεί<br />

στο να βοηθήσει τους μαθητές να κατανοήσουν<br />

και να κάνουν επανάληψη σε διάφορες ορολογίες<br />

των ΤΠΕ. Αυτοί οι ορισμοί έχουν να κάνουν με το<br />

λογισμικό όπως και με το υλισμικό ενός Η/Υ.<br />

Αυτή η δραστηριότητα είναι ένα ηλεκτρονικό<br />

παιχνίδι, που λαμβάνει χώρα μέσα στην τάξη<br />

και περιέχει ερωτήσεις πολλαπλής επιλογής<br />

βασισμένες πάνω στο μαθησιακό υλικό των<br />

προηγούμενων εβδομάδων. Ο στόχος της<br />

δραστηριότητας είναι να βοηθηθούν οι μαθητές<br />

στο να κάνουν επανάληψη για ένα μελλοντικό<br />

διαγώνισμα, καθώς και να τους ωθήσει να<br />

θυμηθούν τα κύρια σημεία πριν από την<br />

δραστηριότητα αξιολόγησης.<br />

Ετοιμασίες<br />

Αυτή είναι μια ομαδική δραστηριότητα. Οι<br />

μαθητές είναι χωρισμένοι σε γκρουπ με μέγιστο<br />

αριθμό τα τέσσερα άτομα. Έχουν την επιλογή<br />

να διαλέξουν τα μέλη του γκρουπ τους, για να<br />

διεξαχθεί το μάθημα πιο ομαλά και να είναι<br />

δίκαιο και διασκεδαστικό.<br />

Το κάθε γκρουπ μπορεί να διαλέξει την ονομασία<br />

του όπως και το όνομα που θα εμφανίζεται στο<br />

σκορ του ηλεκτρονικού πίνακα. Μια ασύρματη<br />

31


συσκευή ψηφοφορίας, που έχει ήδη συνδεθεί<br />

με τον έξυπνο πίνακα, δίνεται σε κάθε ομάδα. Οι<br />

συσκευές είναι αριθμημένες για σκοπούς βαθμολογίας,<br />

δηλαδή, κάθε αριθμημένη συσκευή<br />

έχει αντίστοιχο αριθμό ή όνομα καταχωρημένο<br />

στο λογισμικό του έξυπνου πίνακα.<br />

Η συσκευή ψηφοφορίας βρίσκεται στη δεξιά εικόνα.<br />

Εκτέλεση δραστηριότητας<br />

Οι ερωτήσεις εμφανίζονται στον πίνακα και οι<br />

μαθητές έχουν 20 δευτερόλεπτα για να διαβάσουν,<br />

να κατανοήσουν και να απαντήσουν την<br />

κάθε ερώτηση. Τα γκρουπ μπορούν<br />

να συζητήσουν και έπειτα να αποφασίσουν την<br />

τελική απάντηση, επομένως, για να υπάρχει σωστός<br />

χρόνος ώστε να υλοποιηθεί αυτή η δραστηριότητα,<br />

το χρονόμετρο των 20 δευτερολέπτων<br />

ξεκινά εφόσον ο καθηγητής διαβάσει δυνατά την<br />

ερώτηση.<br />

Η πιο κάτω διαφάνεια είναι ένα screenshot μιας<br />

από τις ερωτήσεις, όπως φαίνεται αμέσω ς μετά<br />

την έναρξη του χρονομέτρου.<br />

Έπειτα, έχει ζητηθεί από τους μαθητές να<br />

πατήσουν ένα κουμπί στη συσκευή ηλεκτρονικής<br />

ψηφοφορίας, που αυτό αντιστοιχεί στην<br />

απάντηση την οποία θεωρούν σωστή. Τις<br />

περισσότερες φορές οι ερωτήσεις στήθηκαν<br />

με τέτοιο τρόπο ούτως ώστε να υπάρχουν<br />

πέντε επιλογές (αντί έξι, που είναι το μέγιστο<br />

επιτρεπόμενο όριο επιλογών της μηχανής) και<br />

αυτό γίνεται για να είναι πιο αποτελεσματικό<br />

χρονικά, σύντομο και ευχάριστο.<br />

Όταν πλέον όλα τα γκρουπ έχουν απαντήσει τις<br />

ερωτήσεις ή όταν η χρονική προθεσμία των 20<br />

δευτερολέπτων έχει λήξει (οποιοδήποτε από τα<br />

δύο έρθει πρώτο), θα εμφανιστούν στον πίνακα<br />

τα εξής στοιχεία: το τί έχει απαντηθεί από το<br />

κάθε γκρουπ, μαζί με τις σωστές απαντήσεις που<br />

θα είναι επιλεγμένες με πράσινο χρώμα, όπως<br />

ακριβώς φαίνεται πιο κάτω.<br />

Τα πράσινα ορθογώνια με την ένδειξη 2<br />

υποδηλώνουν ποιες ομάδες έχουν απαντήσει<br />

σωστά, και παρομοίως, τα κόκκινα ορθογώνια<br />

με την ένδειξη 3 δείχνουν ποιες ομάδες δεν<br />

έχουν απαντήσει σωστά. Η επιγραφή 4 είναι<br />

μια επιλογή η οποία δείχνει το τελικό σκορ του<br />

παιχνιδιού καιΗ επιγραφή 5 είναι το πράσινο,<br />

τετράγωνο, το οποίο δείχνει τη σωστή απάντηση.<br />

Συμπέρασμα<br />

Οι μαθητές παίρνουν ένα βαθμό για κάθε σωστή<br />

απάντηση και δεν παίρνουν αρνητική βαθμολογία<br />

εάν κάνουν λάθος. Το τελικό αποτέλεσμα μπορεί<br />

να χρησιμοποιηθεί για σκοπούς αξιολόγησης,<br />

εάν χρειαστεί. Κλείνοντας, αυτός είναι ένας<br />

ευχάριστος τρόπος για να βοηθηθούν οι μαθητές<br />

στην επανάληψη του μαθησιακού υλικού καθώς<br />

επίσης παρέχει μια εκτενή σπουδή στο γνωστικό<br />

αντικείμενο του διδάσκοντα.<br />

ICT class activity description - Spanish Translation<br />

32<br />

Tema: TIC Nivel: Año 3 Duración: 60 minutos<br />

Profesor: George Poullides<br />

Área / contexto: conocimiento básico sobre terminología<br />

de las<br />

TIC: soware y hardware Requisitos: Smartboard,<br />

video proyector, máquinas de votación inteligente,<br />

odenador del profesor<br />

Material preparado: presentación electrónica con<br />

20 preguntas personalizadas preestablecidas y<br />

respuestas de opción múlple.<br />

Resumen<br />

Esta acvidad de clase ene como objevo ayudar<br />

a los alumnos a comprender y revisar diversas<br />

terminologías de las TIC relacionadas con el<br />

soware y el hardware de un ordenador. La acvidad<br />

es un juego electrónico durante la clase de<br />

preguntas de opción múlple sobre el tema tratado<br />

en lecciones anteriores. El objevo principal<br />

es ayudar a los estudiantes a revisar una próxima<br />

prueba y, al mismo empo, movar a los alumnos<br />

para que al menos revisen los puntos principales<br />

antes de la acvidad.<br />

Acuerdos<br />

Esta es una acvidad de trabajo grupal. Los estudiantes<br />

se dividen en grupos de máximo cuatro<br />

estudiantes. Los estudiantes enen la oportunidad<br />

de elegir a los miembros de su grupo porque<br />

esto lo hará más agradable y justo. Cada grupo<br />

puede elegir su propio nombre y ese nombre aparece<br />

en el marcador electrónico. Se le otorgará a


cada equipo un disposivo de votación inalámbrico<br />

que habrá sido configurado previamente para<br />

conectarse al tablero. Los disposivos están equetados<br />

con números para conocer la puntuación<br />

final, es decir, a cada disposivo equetado<br />

se le asignará un nombre ulizando el soware<br />

del tablero inteligente. El disposivo de votación<br />

se muestra a la derecha. Implementación de la<br />

acvidad Las preguntas aparecen en la pizarra y<br />

los estudiantes enen 20 segundos para leerlas,<br />

comprenderlas y responder a cada una de ellas.<br />

Los grupos deben debar y decidirse por una respuesta,<br />

por lo tanto, para hacer la acvidad más<br />

realista, el temporizador de 20 segundos comenzará<br />

después de que el docente lea la pregunta<br />

en voz alta, de modo que se da más empo a los<br />

grupos para debar las respuestas posibles.<br />

Una captura de pantalla de una pregunta en el<br />

momento en el que se inició el temporizador se<br />

muestra a connuación. Los estudiantes deben<br />

presionar un botón en el disposivo de votación<br />

electrónico que corresponde a la respuesta que<br />

consideran correcta. La mayoría de las veces, las<br />

preguntas están preparadas para tener cinco opciones<br />

(en lugar de 6 que son el número máximo<br />

que permite el disposivo) para que la acvidad<br />

sea más eficiente en cuanto al empo y sea más<br />

agradable.Después de que todos los grupos responden<br />

o cuando pasa el margen de empo de<br />

20 segundos (lo que ocurra primero), lo que fue<br />

respondido por cada grupo se muestra en el tablero<br />

junto con la respuesta correcta que se resalta<br />

en verde, como se muestra arriba. El área de<br />

la pantalla equetada con el 1 arriba son los nombres<br />

de los equipos. Como se mencionó anteriormente,<br />

los estudiantes pueden elegir el nombre<br />

de su propio equipo. Los rectángulos verdes equetados<br />

como 2 indican qué equipos han respondido<br />

correctamente y, de manera similar, los<br />

rectángulos rojos equetados como 3 muestran<br />

qué equipos no han respondido. La equeta 4 es<br />

una opción que al hacer clic muestra el marcador<br />

general del juego y la equeta 5 es el recuadro<br />

verde resaltado que indica la respuesta correcta.<br />

Conclusión<br />

Los estudiantes obtendrán un punto por responder<br />

correctamente a una pregunta y no serán penalizados<br />

cuando cometan un error. La puntuación<br />

se puede usar para evaluar, si es necesario. En<br />

general, esta es una manera diverda de ayudar<br />

a los estudiantes a revisar el material aprendido<br />

y, al mismo empo, proporcionarles un incenvo<br />

para que estudien para la materia.<br />

ICT class activity description - Swedish Translation<br />

Ämne: IKT Nivå: År tre<br />

Varakghet: 60 minuter Lärare George Poullides<br />

Kontext: Grundläggande kunskap om IKT terminologi:<br />

mjukvara & hårdvara Material: Smart board,<br />

projektor, röstmaskiner, lärardator<br />

Förberedda material: elektronisk presentaon<br />

med 20 förvalda frågor med flervals alternav<br />

Överblick:<br />

Den här klassakvitetens mål är a hjälpa elever<br />

förstå och revidera på olika IKT terminologier<br />

som är relaterat ll mjukvaran och hårdvaran på<br />

en dator.<br />

Akviteten är e elektroniskt spel i klassen av<br />

flervalsfrågor inom ämnesområdet som omfaas<br />

av digare lekoner. Målet är mestadels ll för a<br />

hjälpa elever revidera för e framåtkommande<br />

prov medan samdigt förser movaon för studenter<br />

för a åtminstone revidera för akviteten.<br />

Det här är en gruppakvitet. Elever är indelade<br />

i grupper av max fyra stycken. Eleverna får en<br />

chans a välja eersom det här kommer a göra<br />

det roligare och rävist.<br />

Varje grupp kan välja si egna namn som kommer<br />

a visas på en elektronisk tabell. En trådlös<br />

röstningsapparat som digare blivit ansluten ll<br />

smart boarden kommer a ges ll vardera lag.<br />

Apparaterna har nummer på sig för a kunna ge<br />

poäng och varje apparat kommer a få e namn<br />

genom smart boardens mjukvara.<br />

Röstapparaten visas ll höger. Uörande akvitet<br />

Frågorna visas på tavlan och eleverna har 20 sekunder<br />

på sig a läsa, förstå och svara på varje.<br />

Grupperna måste diskutera och välja e svar, därför,<br />

för a göra akviteten mer realissk, startar<br />

de 20 sekunderna eer a läraren har läst frågorna<br />

högt, för a kort diskutera de olika svaren inom<br />

33


gruppen. En skärmdump av en fråga som just har<br />

startat visas nedanför: Elever ska trycka på den<br />

knapp på röstningsapparaten som motsvarar det<br />

svar som dem tycker är korrekt. Till stor del är det<br />

fem-svars alternav. Mestadels av den är frågorna<br />

förberedda med 5 val (istället för maximala<br />

6 som apparaten llåter) för a göra akviteten<br />

mer dseffekv och njutbar.<br />

Den del av skärmen som visar siffran 1 är namnen<br />

på lagen. Som det nämndes digare, får eleverna<br />

bestämma sina lagar själva.<br />

Den gröna rektangeln som visar siffran 2 visa vilja<br />

lag som har svarat korrekt och, liknande, de 3<br />

röda rektanglarna visa vilka lag som inte har svarat<br />

korrekt.<br />

Eke nummer 4 är e val som när man klickar på<br />

det visar den allmänna poängtavlan av spelet och<br />

eke 5 är den gröna upplysta fyrkanten so visar<br />

det korrekta svaret. Sammanfanings vis<br />

Elever får e poäng för varje korrekt svar på frågorna<br />

och blir inte straffade när det gör e misstag.<br />

Den avslutande poäng summan kan sedan<br />

användas för bedömande användning, om nödvändigt.<br />

Sammanfanings vis. Är det här e njutbar<br />

väg ll a hjälpa elever repetera de material<br />

som man har lärt sig och samdigt förse d ll a<br />

arbeta ll e arbete<br />

ICT class activity description - PORTUGUESE TRANSLATION<br />

Descrição da atividade<br />

Disciplina: Tecnologias de Informação e<br />

Comunicação (TIC) Ano: nível 3 Duração: 60 minutos<br />

Professor: George Poullides<br />

Área/contexto: Conhecimentos básicos da terminologia<br />

em TIC: soware e hardware Prérequisitos:<br />

quadro interavo, vídeo-projetor, disposivo<br />

móvel para votação,<br />

computador do professor. Material a apresentar:<br />

apresentação eletrónica com 20 questões e respostas<br />

de escolha múlpla.<br />

Descrição<br />

Esta avidade tem como objevo ajudar os alunos<br />

a compreender e rever terminologia das TIC<br />

relacionada com o soware e hardware do computador.<br />

A avidade é um jogo de aula eletrónico<br />

com perguntas de escolha múlple sobre a matéria<br />

das aulas anteriores. Tem como objevo ajudar<br />

os alunos a rever matéria para um próximo teste<br />

e simultaneamente proporcionar movação aos<br />

alunos para reverem os aspetos principais antes<br />

da avidade em si.<br />

Disposições<br />

Esta é uma avidade de grupo. Dividem-se os<br />

alunos em grupos máximos de 4 – é-lhes dada a<br />

possibilidade de escolher os membros do grupo<br />

pois torna a avidade mais justa e aprazível.Cada<br />

grupo pode escolher o nome do grupo que aparece<br />

no quadro eletrónico. Será dado a cada grupo<br />

um disposivo para votação sem cabos, que<br />

foi previamente configurado para ligar ao quadro<br />

34<br />

interavo. Os disposivos são rotulados com números<br />

para fins de votação, ie, a cada disposivo<br />

numerado será dado um nome, ulizando o software<br />

do quadro interavo. Este é o disposivo de<br />

votação. Implementação da avidade<br />

As perguntas aparecem no ecrã e os alunos têm<br />

20 segundos para ler, compreender e responder<br />

a cada uma delas. Os grupos têm que decidir-se<br />

por uma resposta; consequentemente, para tornar<br />

a avidade mais realista, o temporizador com<br />

os 20 seg começa depois de o professor ler a pergunta<br />

em voz alta, para dar tempo aos grupos de<br />

se decidirem pela resposta que consideram certa.<br />

É mostrada em baixo a captura de ecrã de uma<br />

pergunta, mal o temporizador começa a contar.Os<br />

alunos têm que premir um botão no disposivo<br />

eletrónico de votação que corresponde à pergunta<br />

que eles consideram correta. Na maioria das<br />

vezes as perguntas são elaboradas com cinco respostas<br />

possíveis (em vez do máximo de 6 que o<br />

disposivo permite) de forma a tornar a avidade<br />

mais dinâmica e aprazível.<br />

Depois de todos os grupos responderem ou quando<br />

terminarem os 20 segundos (o que acontecer<br />

primeiro), as respostas de cada grupo serão mostradas<br />

no ecrã juntamente com a resposta certa,<br />

assinalada a verde, como se vê na imagem em<br />

baixo.<br />

A área do ecrã assinalada 1 aos nomes das equipas.<br />

Conforme já mencionado, os alunos podem<br />

escolher o nome da equipa. O rectângulo verde


assinalado 2 indica as equipas que responderam<br />

corretamente e o vermelho assinalado 3 aquelas<br />

que não responderam bem. O número 4 permite<br />

mostrar a pontuação geral do jogo e o 5 é o quadrado<br />

verde que indica a resposta correta.<br />

Conclusão<br />

Os alunos ganham 1 ponto por cada resposta<br />

correta e não são penalizados por respostas incorretas.<br />

Caso haja necessidade, as pontuações<br />

finais podem ser ulizadas para fins avaliavos.<br />

Em suma, esta é uma forma agradável de ajudar<br />

os alunos a rever matéria anterior e, simultaneamente,<br />

proporcionar um incenvo para estudar.<br />

ICT class activity description - BULGARIAN TRANSLATION<br />

Предмет: Информационни технологии<br />

Ниво: Трета година Времетраене: 60 минути<br />

Учител: George Poullides, American Academy<br />

Larnaca, Cyprus<br />

Област/Тема: Основни знания по терминология<br />

в информационните технологии: софтуер<br />

и хардуер<br />

Изисквания: Смарт дъска, видео проектор,<br />

смарт гласуващи машини, учителски компютър.<br />

Приготвени материали: електронна презентация<br />

с предварително зададени 20 обичайни въпроса<br />

и много избираеми отговори.<br />

Преглед: Тази дейност има за цел да помогне<br />

на учениците, да разберат и да проверят<br />

различните ICT технологии, свързани със<br />

софтуера и хардуера на компютъра.<br />

Същност - електронна игра в клас от много<br />

избираеми въпроси по предметната област<br />

изучавана в предишните уроци. Целта на играта<br />

е да мотивира учениците да се подготвят за<br />

предстоящ тест и им осигурява възможност да<br />

преговорят основните точки.<br />

Приготовления: Това е групова работа.<br />

Учениците са разделени на групи от максимално<br />

четирима ученици, като те сами избират<br />

членовете на тяхната група, за да се ангажират<br />

максимално и да им бъде по- приятно в изпълнението<br />

на задачите. Всяка група си избира<br />

собствено име и това име излиза на електронната<br />

точкова дъска. На всеки отбор се дава безжично<br />

гласуващо устройство, което преди това<br />

е било конфигурирано да се свърже към смарт<br />

дъската. Устройствата са с надпис с числа за<br />

целта на точкуването, тоест всяко устройство с<br />

надпис ще получи име, използващо софтуера<br />

на смарт дъската. Гласуващото устройство е показано<br />

вдясно. Изпълнение на дейността:<br />

Въпросите се показват на дъската и учениците<br />

имат по 20 секунди да четат, разберат и<br />

отговорят на всеки един от тях. Групите трябва<br />

да обсъдят и да отговорят на конкретен въпрос.<br />

За да е и по- истинска дейността,20 секундно<br />

време за отговор започва да тече след<br />

като учителят прочете въпроса на глас. От учениците<br />

се изисква да натиснат един бутон на<br />

електронно гласуващото устройство, което съответства<br />

на отговора, който те мислят за правилен.<br />

Повечето пъти въпросите са подготвени<br />

да имат по пет избора (вместо максималните<br />

6, което устройството позволява),за да направи<br />

дейността по ефективна и по-приятна.<br />

След като всички групи отговорят или 20<br />

секундното позволено време изтече , отговорите<br />

на всяка група се показват на дъската заедно<br />

с правилния отговор, който е осветен в<br />

зелено, както е показано отдолу.<br />

Областта на екрана с надпис 1 са имената<br />

на отборите.<br />

Зеления правоъгълник с надпис 2 посочва,<br />

кой отбор е отговорил вярно, а червените<br />

правоъгълници с надпис 3 показват, кой отбор<br />

не е отговорил правилно. Надпис 4 е избор,<br />

когато кликнеш показва общия брой точки на<br />

играта и надпис 5 е зелено оцветен квадрат,<br />

който посочва правилния отговор.<br />

Заключение<br />

Учениците получават една точка за правилен<br />

отговор на въпрос и не са санкционирани,<br />

ако сгрешат. Крайните точки могат после<br />

да бъдат използвани за оценяваща цел, ако е<br />

нужно. Като цяло това е приятен начин да помогне<br />

на учениците да преговорят научения<br />

материал и в същото време им осигурява стимул<br />

да учат по предмета.<br />

35


KAHOOT! IN CLASS<br />

How to create a Kahoot!<br />

Workshop presented by Ana Martin in Learning,<br />

<strong>Teaching</strong>, training activity in Portugal, April 2017<br />

1. Go to<br />

https://kahoot.com and sign in or sign up.<br />

2. Click NewK and pick a game type<br />

3. Fill in details and settings for the kahoot!.<br />

4. Click Ok, go<br />

5. Click Add question..<br />

6. Set up questions and answers, and mark<br />

one or more correct ones.<br />

7. Tune time limits for hard questions and toggle<br />

points.<br />

8. Add an image or video. 9. When you’re done adding questions click Save.<br />

10. Preview, play or share your newly made<br />

kahoot!<br />

11. Click I’m done.<br />

36


How to Play a Kahoot!<br />

1. Go to https://kahoot.com and log in.<br />

2. Click My kahoots and select a kahoot. Click<br />

Play<br />

3. Select between Classic or Team mode<br />

4. Students go to https://kahoot.it on their<br />

devices and enter the pin.<br />

5. Players enter a nickname and when all<br />

players are joined you click Start and the game<br />

begins<br />

6. Students have limited time for answers.<br />

7. This is displayed on students’ devices when<br />

the answer is correct or wrong.<br />

8. After each question you can see how many<br />

students gave correct or wrong answers.<br />

9. At the end you can see the final results.<br />

37


After the workshop at LTTA in Lisbon, April 2017,<br />

all partners used Kahoot! in different school<br />

subjects in their schools:<br />

Valya Radeva –SU Ekzarh Antim I, Kazanlak,<br />

Bulgaria<br />

“In biology classes Kahoot! is a funny way to<br />

engage students. You can use it as a review<br />

for an assessment, to help the students to<br />

remember the most important facts of the<br />

lesson or to motivate competition.”<br />

Stanimira Valcheva- SU Ekzarh Antim I, Kazanlak,<br />

Bulgaria<br />

“In history classes Kahoot! is very useful for<br />

memorizing different historical facts, dates and<br />

events. Having fun and being in competition<br />

students memorize them without any<br />

difficulties. The game is very good for learning to<br />

recognize famous historical figures.<br />

After the game is over the teacher can download<br />

the results or to save them and use later. My<br />

students and me are having great fun teaching<br />

and learning while playing Kahoot!.”<br />

Sabina Angelova - SU Ekzarh Antim I, Kazanlak,<br />

Bulgaria<br />

“We often use Kahoot! in Maths classes. It’s a<br />

platform which offers many opportunities to<br />

create exercises. They can be done by a phone<br />

which is easier and funnier than the casual way<br />

of learning. Students work in pairs, help each<br />

other and learn from one another. At the end of<br />

the game the teacher can see their progress and<br />

to motivate students to be more careful, fast<br />

and concentrated.”<br />

Tobias Söderström (teacher of English and<br />

History) Eleonor Lauter (teacher of social<br />

studies) Mats Rendahl (teacher of History and<br />

Swedish) from Bromma gymnasium, Stockholm,<br />

Sweden used<br />

Kahoot! in Interdisciplinary project about<br />

International Economy in Social Studies and<br />

English. They presented their workshop about<br />

International Economy at LTTA in Athens, Greece<br />

- November 2017.<br />

In American Academy Larnaca, Cyprus, Kahoot<br />

was used by Fodini Ioannou – Stavrou/ teacher<br />

of Ethics/, Polyana Papadopoulou/ teacher of<br />

Chemistry/, Dr Nektarios Rodosthenous/ music<br />

technology/. They presented their creative<br />

workshop on Chemistry/ Ethics using Kahoot! at<br />

LTTA in Dover, England- April 2018.<br />

Ana Martin - Biology teacher from Florida<br />

Secundaria, Catarroja, Spain<br />

The project team of teachers at LTTA in Athens –November 2017<br />

38


KAHOOT! IN CLASS- Bulgarian Translation<br />

Урокшоп представен от Ана Мартин /чител по английски език във<br />

Florida Secundaria, Catarroja, Spain / в Дейностите за обучение, преподаване и<br />

учене в Лисабон, Португалия, aприл 2017<br />

Как се създава Kahoot!<br />

1. Идете на https://kahoot.com и се регистрирайте<br />

или впишете.<br />

2. Кликнете New и изберете вид на игра.<br />

3. Напишете детайлите на игра .<br />

4. Натиснете Ok, go.<br />

5. Натиснете Add question.<br />

6. Създайте въпроси и отговори и маркирайте<br />

един или повече като верни.<br />

7. Изберете време за трудните въпроси и<br />

точки .<br />

8. Добавете снимка или видео.<br />

9. Когато сте готови с попълването на въпроси<br />

натиснете Save. 10. Вижте, играйте или<br />

споделете своя кахут.<br />

11. Натиснете I’m done.<br />

Как се играе Кahoot!<br />

1. Идете на https://kahoot.com и се впишете.<br />

2. Натиснете My kahoots и изберете<br />

kahoot. Натиснете Play.<br />

3. Изберете между Classic (класически)<br />

или Team (Отборен) mode.<br />

4. Учениците отварят https://kahoot.it на<br />

техните устройства и въвеждат паролата.<br />

5. Играчите въвеждат име и когато всички<br />

играчи са се присъединили натиснете<br />

6. Start и играта започва.<br />

7. Учениците имат определено време за<br />

отговор.<br />

8. Получава се съобщение за верен или<br />

грешен отговор.<br />

9. След всеки въпрос можете да видите колко<br />

от учениците са дали верен или грешен отговор.<br />

10. Накрая ще видите крайните резултати.<br />

След представяне на уоркшопа от Ана<br />

Мартин в Португалия, партньорите разпространиха<br />

и въведоха добрата практика в своите<br />

училища. Българският екип представи добрата<br />

практика пред останалата част от колегите си в<br />

СУ Екзарх Антим I, Казанлък България. В резултат<br />

на училищния семинар Kahoot! се използва<br />

вече по предмети от начален етап, история,<br />

биология, математика, английски език.<br />

Валя Радева - СУ Екзарх Антим I, Казанлък<br />

България :<br />

„ В часовете по биология Кahoot! е интересен<br />

начин да ангажираме учениците. Може да се<br />

използва като преглед и оценка, за да се помогне<br />

на учениците да запомнят най-важните факти от<br />

урока или да се насърчи състезаването.“<br />

Станимира Вълчева - СУ Екзарх Антим I,<br />

Казанлък, България :<br />

„В часовете по история е доста полезен<br />

за запомняне на различни исторически факти,<br />

дати и събития. Чрез забавление и съревнование,<br />

учениците запомнят фактите без допълнителни<br />

затруднения. Играта е доста полезна<br />

за научаването на разпознаване на исторически<br />

фигури и личности. След като играта<br />

приключи, учителят може да запази резултатите<br />

или да ги изтегли. Моите ученици и аз<br />

се забавляваме с изучаването докато играем<br />

Kahoot! „<br />

Събина Ангелова - СУ Екзарх Антим I,<br />

Казанлък, България:<br />

„Ние често използваме Кахут в часовете<br />

по математика. Той дава много възможности<br />

за съзадаването на упражнения. Те могат<br />

да се правят на телефон, което е по-лесно и<br />

по-забавно от обикновения начин на учене.<br />

Учениците работят по двойки, помагат си един<br />

на друг и учат един от друг. След края на играта<br />

учителят може да види техния прогрес и да<br />

мотивира учениците да бъдат по-внимателни,<br />

бързи и концентрирани.“<br />

В училище Bromma gymnasium, Stockholm,<br />

Sweden учителите Tobias Söderström (teacher<br />

of English and History) Eleonor Lauter (teacher of<br />

social studies) Mats Rendahl<br />

(teacher of History and Swedish) използваха<br />

Kahoot! в интердисциплинарен и интерактивен<br />

проект по международна икономика, социални<br />

науки и английски език. Те представиха<br />

своя опит на партньорите в Атина, Гърция през<br />

ноември 2017 г.<br />

В училище American Academy Larnaca,<br />

Cyprus, Kahoot! беше използван от Fodini<br />

Ioannou – Stavrou/ teacher of Ethics/, Polyana<br />

Papadopoulou/ teacher of Chemistry/, Dr<br />

Nektarios Rodosthenous/ music technology/. Те<br />

представиха своя опит чрез креативен уоркшоп<br />

по химия и етика в Довър, Англия през април<br />

2018 г.<br />

39


The Bulgarian project team. From left to right: Valya Radeva, Natasha Dzhurkova, Stanimira Valcheva, Valya Garbacheva,<br />

Miroslav Kostov<br />

KAHOOT! IN CLASS- GREEK TRANSLATION<br />

KAHOOT ΣΤΗ ΤΑΞΗ<br />

ΔΗΜΙΟΥΡΓΗΣΤΕ ΕΝΑ ΕΡΓΑΣΤΗΡΙ ΜΕ ΤΟ KAHOOT: ΠΑΡΟΥΣΙΑΣΤΗΚΕ<br />

ΑΠΟ ΤΗΝ ΑΝΑ ΜΑΡΤΙΝ ΣΤΟ LEARNING,TEACHING, TRAINING<br />

ACTIVITY ΣΤΗΝ ΠΟΡΤΟΓΑΛΙΑ, ΤΟΝ ΑΠΡΙΛΙΟ ΤΟΥ 2017<br />

KAHOOT ΣΤΗ ΤΑΞΗ<br />

ΔΗΜΙΟΥΡΓΗΣΤΕ ΕΝΑ ΕΡΓΑΣΤΗΡΙ ΜΕ ΤΟ KAHOOT:<br />

ΠΑΡΟΥΣΙΑΣΤΗΚΕ ΑΠΟ ΤΗΝ ΑΝΑ ΜΑΡΤΙΝ ΣΤΟ<br />

LEARNING,TEACHING, TRAINING ACTIVITY ΣΤΗΝ<br />

ΠΟΡΤΟΓΑΛΙΑ, ΤΟΝ ΑΠΡΙΛΙΟ ΤΟΥ 2017<br />

1. Πηγαίνετε στην ιστοσελίδα https://kahoot.<br />

com και sign in ή sign up.<br />

2. Επιλέξτε NewK για να δημιουργήσετε ένα καινούριο<br />

παιχνίδι και έπειτα διαλέξτε τον τύπο παιχνιδιού<br />

που επιθυμείτε.<br />

3. Συμπληρώστε τις λεπτομέρειες και τις ρυθμίσεις<br />

για το kahoot. 4. Επιλέξτε OΚ.<br />

5. Διαλέξτε Add question για να εισάγετε ερώτηση.<br />

6. Δημιουργήστε ερωτήσεις και απαντήσεις, και<br />

επιλέξτε τη σωστή απάντηση για τη σωστή λειτουργία<br />

του παιχνιδιού.<br />

7. Ρυθμίστε την χρονική προθεσμία για τις ερωτήσεις<br />

και τις εναλλαγές σημείων. 8. Προσθέστε<br />

εικόνα ή βίντεο.<br />

9. Όταν έχετε τελειώσει με την εισαγωγή ερωτήσεων,<br />

τότε κάνετε Save.<br />

10. Δυνατότητα προεπισκόπησης. Μπορείτε να<br />

παίξετε ή να κοινοποιήσετε το νέο σας kahoot.<br />

11. Τέλος, κάνετε κλικ στο I’m done για να τελειώσει<br />

το στήσιμο του παιχνιδιού.<br />

ΠΩΣ ΝΑ ΠΑΙΞΕΤΕ ΜΕ ΤΟ KAHOOT<br />

1. Πηγαίνετε στο https://kahoot.com και log in.<br />

2. Διαλέξετε My kahoots και επιλέξετε ένα από<br />

40


τα διαθέσιμα kahoot. Κάνετε κλικ στο Play. 3.<br />

Επιλέξτε μεταξύ Classic ή Team mode για τον τρόπο<br />

λειτουργίας του παιχνιδιού.<br />

4. Οι μαθητές μπορούν να ενωθούν με τις συσκευές<br />

τους στην ιστοσελίδα https://kahoot.it<br />

για να εισάγουν τον κωδικό που τους δίνεται.<br />

5. Έπειτα, οι παίχτες πρέπει εισάγουν ένα ψευδώνυμο<br />

και όταν όλοι έχουν εγγραφεί, τότε επιλέγουμε<br />

Start για να αρχίσει το παιχνίδι.<br />

6. Οι μαθητές έχουν προκαθορισμένο χρόνο για<br />

τις απαντήσεις τους.<br />

7. Οι ερωτήσεις εμφανίζονται σαν σωστό ή λάθος<br />

στις οθόνες των συσκευών των συμμετεχόντων.<br />

8. Στο τέλος της κάθε ερώτησης μπορείτε να δείτε<br />

πόσοι μαθητές έδωσαν σωστές ή λανθασμένες<br />

απαντήσεις.<br />

9. Στο τέλος μπορείτε να δείτε τα τελικά αποτελέσματα.<br />

Valya Radeva – SU Ekzarh Antim I, Kazanlak,<br />

Βουλγαρία<br />

“Σε μαθήματα Βιολογίας, το Kahoot είναι ένας<br />

ευχάριστος τρόπος για να ενασχοληθούν οι μαθητές.<br />

Μπορεί επίσης να χρησιμοποιηθεί σαν<br />

επανάληψη για διαγώνισμα, ή ακόμη για να βοηθήσει<br />

τους μαθητές να θυμηθούν τα πιο σημαντικά<br />

δεδομένα του μαθήματος, ή για να<br />

δημιουργήσουν συναγωνισμό.”<br />

Stanimira Valcheva - SU Ekzarh Antim I, Kazanlak,<br />

Βουλγαρία<br />

“Στο μάθημα της Ιστορίας, το Kahoot είναι πολύ<br />

χρήσιμο για την απομνημόνευση διαφορετικών<br />

ιστορικών γεγονότων, ημερομηνιών και περιστατικών.<br />

Οι μαθητές διασκεδάζουν αλλά και συναγωνίζονται<br />

μεταξύ τους, καθώς και απομνημονεύουν<br />

το μάθημα χωρίς δυσκολία. Το παιχνίδι<br />

είναι ένα πολύ καλό εργαλείο μάθησης και αναγνώρισης<br />

σημαντικών, ιστορικών προσωπικοτήτων.<br />

Μετά το τέλος του παιχνιδιού, ο εκπαιδευτικός<br />

μπορεί να κατεβάσει τα αποτελέσματα, ή να τα<br />

αποθηκεύσει και να τα χρησιμοποιήσει μετέπειτα.<br />

Οι μαθητές μου και εγώ<br />

διδάσκουμε και μαθαίνουμε με ευχάριστο τρόπο,<br />

παίζοντας Kahoot.”<br />

Sabina Angelova - SU Ekzarh Antim I, Kazanlak,<br />

Βουλγαρία<br />

“Πολύ συχνά χρησιμοποιούμε το Kahoot στο<br />

μάθημα Μαθηματικών. Είναι μια πλατφόρμα η<br />

οποία προσφέρει πολλές δυνατότητες όσο αφορά<br />

τη δημιουργία εργασιών. Αυτές<br />

μπορούν να απαντηθούν από ένα κινητό, κάτι το<br />

οποίο είναι πιο εύκολο και πιο ευχάριστο από<br />

κάποιο άλλο είδος μάθησης. Οι μαθητές δουλεύουν<br />

σε ζευγάρια, βοηθούν και μαθαίνουν ο ένας<br />

από τον άλλον. Στο τέλος του κάθε παιχνιδιού ο<br />

εκπαιδευτικός μπορεί<br />

να δει την πρόοδο και να δώσει κίνητρο στους<br />

μαθητές, όσο αφορά στο να είναι πιο προσεκτικοί,<br />

γρήγοροι και πιο συγκεντρωμένοι.”<br />

The partner schools’ students and teachers at LTTA in Athens,<br />

Greece – November 2017<br />

The partner schools’ teacher team<br />

at the First Transnational meeting in Kazanlak, Bulgaria,<br />

October 2016<br />

41


KAHOOT! IN CLASS - SPANISH TRANSLATION<br />

KAHOOT EN CLASE<br />

Cómo crear un Kahoot!<br />

Taller presentado por Ana Marn en Aprendizaje,<br />

Enseñanza, acvidad formava. Portugal, Abril de<br />

2017<br />

1. Vaya a hps://kahoot.com e inicie sesión o regístrese.<br />

2. Haga clic en NewK y elija un po de juego.<br />

3. Complete los detalles y la configuración para el<br />

Kahoot!<br />

4. Haz clic en Ok,<br />

5. Haga clic en Agregar pregunta<br />

6. Establezca preguntas y respuestas, y marque<br />

una o más respuestas correctas.<br />

7. Ajuste los límites de empo para las preguntas<br />

diciles y los puntos de alternancia.<br />

8. Agregue una imagen o video.<br />

9. Cuando termine de agregar preguntas, haga<br />

clic en Guardar.<br />

10. Previsualiza, juega o comparte tu Kahoot! recién<br />

creado.<br />

11. Haz clic en “Estoy listo”.<br />

CÓMO JUGAR AL KAHOOT<br />

1. Vaya a h ps://kahoot.com e inicie sesión.<br />

2. Haz clic en Mis Kahoots y selecciona un kahoot.<br />

Haga clic en Reproducir. 3. Seleccione el modo<br />

clásico o en equipo<br />

4. Los estudiantes visitan h ps://kahoot.it con<br />

sus disposivos e insertan el pin.<br />

5. Los jugadores escriben un pseudónimo y cuando<br />

todos los jugadores se han unido, haz clic en<br />

“Comenzar” y comienza el juego.<br />

6. Los estudiantes enen empo limitado para las<br />

respuestas.<br />

7. En los disposivos de los estudiantes se muestra<br />

cuando la respuesta es correcta o incorrecta.<br />

8. Después de cada pregunta, puede ver cuántos<br />

estudiantes dieron respuestas correctas o incorrectas.<br />

9. Al final puedes ver los resultados finales.<br />

10. Students go to h ps://kahoot.it on their devices<br />

and enter the pin.<br />

11. Players enter a nickname and when all players<br />

are joined you click Start and the game begins.<br />

12. Students have limited me for answers.<br />

13. This is displayed on students’ devices when<br />

the answer is correct or wrong.<br />

14. Aer each queson you can see how many<br />

students gave correct or wrong answers. 15. At<br />

the end you can see the final results.<br />

Stanimira Valcheva- SU Ekzarh Anm I, Kazanlak,<br />

Bulgaria<br />

„En las clases de historia, Kahoot es muy úl para<br />

memorizar diferentes hechos históricos, fechas<br />

y eventos. Diviréndose y compiendo los estudiantes<br />

memorizan sin dificultad.<br />

El juego es muy bueno para aprender a reconocer<br />

figuras históricas famosas.<br />

Una vez que el juegotermina, el maestro puede<br />

descargarse los resultados o guardarlos y usarlos<br />

más tarde. Mis alumnos y yo nos divermos mucho<br />

enseñando y aprendiendo mientras jugamos<br />

a Kahoot!<br />

Sabina Angelova - SU Ekzarh Anm I, Kazanlak,<br />

Bulgaria „A menudo usamos Kahoot! en las clases<br />

de Matemácas. Es una plataforma que ofrece<br />

muchas oportunidades para crear ejercicios. Se<br />

pueden hacer con un teléfono que es más fácil y<br />

diverdo que la forma casual de aprendizaje. Los<br />

estudiantes trabajan en parejas , se ayudan unos<br />

a otros y aprenden unos de otros. Al final del juego,<br />

el docente puede ver su progreso y movar a<br />

los estudiantes a ser más cuidadosos, rápidos y<br />

concentrarse más“.<br />

Valya Radeva –SU Ekzarh Anm I, Kazanlak,<br />

Bulgaria<br />

„En las clases de biología, Kahoot! es una forma<br />

diverda de involucrar a los estudiantes. Puede<br />

usarse como una revisión para una evaluación,<br />

para ayudar a los estudiantes a recordar los hechos<br />

más importantes de la lección o para movar<br />

a la competencia“.<br />

42


The partners schools’ students at LTTA at Catarroja,<br />

Spain – December 2016<br />

The partners schools’ students at LTTA at Lisbon,<br />

Portugal – April 2017<br />

KAHOOT! IN CLASS - PORTUGUESE TRANSLATION<br />

O Kahoot na sala de aula<br />

COMO CRIAR UM KAHOOT!<br />

apresentado por Ana Marn, como avidade<br />

para a Learning,<strong>Teaching</strong>, and training acvity em<br />

Portugal April 2017<br />

1. Aceder a hps://kahoot.com e inscrever-se<br />

(sign in)<br />

2. Clicar em NewK and selecionar o po de jogo.<br />

3. Preencher os detalhes e especificações para o<br />

Kahoot!<br />

4. Clicar Ok e começar.<br />

5. Clicar em Adicionar Pergunta .<br />

6. Elabore as perguntas e respostas e assinale as<br />

corretas<br />

7. Defina tempos limites para as respostas e alterne<br />

os pontos.<br />

8. Acrescente uma imagem ou video<br />

9. Quando terminar esta fase, grave tudo.<br />

10. Faça um Preview, jogue, ou parlhe o kahoot.<br />

11. Clique em Estou pronto.<br />

COMO UTILIZAR O KAHOOT!<br />

1. Vá para hps://kahoot.com e faça log in.<br />

2. Clique em My kahoots e selecione um kahoot.<br />

Clique em Play 3. Selecione o modo clássico ou o<br />

de equipa.<br />

4. Os alunos acedem a hps://kahoot.it nos seus<br />

telemóveis ou disposivos móveis e colocam o<br />

código de acesso.<br />

5. Os jogadores assumem um nome ficcio e<br />

quando todos os jogadores esverem prontos,<br />

clique Start e o jogo começa.<br />

6. Os alunos dispôem de um tempo limitado para<br />

as respostas.<br />

7. Isto é mostrado nos telemóveis dos alunos com<br />

a resposta certa ou errada.<br />

8. Depois de cada pergunta pode ver quantos<br />

alunos acertaram nas respostas.<br />

9. Final pode ver os resultados finais.<br />

Valya Radeva –SU Ekzarh Anm I, Kazanlak,<br />

Bulgaria<br />

Nas aulas de Biologia o Kahoot! é uma forma<br />

engraçada de envolver os alunos. Pode ser usado<br />

como material de revisão para uma avaliação,<br />

para ajudar os alunos a lembrarem-se dos factos<br />

mais importantes da aula ou para movar a compeção<br />

Stanimira Valcheva- SU Ekzarh Anm I, Kazanlak,<br />

Bulgaria<br />

Nas aulas de História o Kahoot! é muito úl paramemorizar<br />

factos históricos importantes, datas<br />

e acontecimentos. Quando se divertem e competem<br />

os alunos memorizam com mais facilidade.<br />

O jogo é muito bom para aprender a reconhecer<br />

figuras históricas famosas.<br />

Depois de o jogo terminado o professor pode fazer<br />

download dos resultados ou gravá-los para<br />

ulização posterior.<br />

Eu e os meus alunos divermo-nos imenso a en-<br />

43


sinar e a aprender enquanto jogamos Kahoot<br />

Sabina Angelova - SU Ekzarh Anm I, Kazanlak,<br />

Bulgaria<br />

Usamos frequentemente o kahoot nas aulas de<br />

Matemáca. É uma plataforma que oferece muitas<br />

oportunidades de criar exercícios que podem<br />

ser respondidos num simples telemóvel, o que<br />

se torna mais fácil e mais diverdo do que uma<br />

prendizagem formal. Os alunos trabalham em<br />

pares, entreajudam-se e aprendem uns com os<br />

outros. No final do jogo, o professor pode ver o<br />

progresso e mová-los para serem mais cuidadosos,<br />

mais rápidos e mais concentrados.<br />

Ana Martin in Kahoot! workshop with teachers<br />

at LTTA in Lisbon, Portugal April 2017<br />

The Portuguese team at LTTA in Lisbon, April 2017.<br />

From left to right: Maria de Fátima Lopes, Manuela Santos,<br />

Francisco Ferreira, Margarida Godinho<br />

KAHOOT! IN CLASS - SWEDISH TRANSLATION<br />

Kahoot! I klass<br />

Hur man skapar ett kahoot, verkstad av Ana martin i<br />

Lärande, Utlärning, träning aktivitet i Portugal april 2017<br />

1. Gå ll h ps://kahoot.com och logga in eller<br />

registrera.<br />

2. Klicka Newk och välj en spel typ.<br />

3. Fyll I detaljer och inställningar I Kahoot!<br />

4. Klicka ok, kör.<br />

5. Klicka lägg ll fråga.<br />

6. Sä upp frågor och svar och märk ut en eller<br />

flera räa svar.<br />

7. Justera dsgränser för svåra frågor och sä<br />

poöng.<br />

8. Lägg ll en bild eller video.<br />

9. Sä upp frågor och svar och märk ut en eller<br />

flera räa svar.<br />

10. Justera dsgränser för svåra frågor och sä<br />

poöng.<br />

11. Lägg ll en bild eller video.<br />

Hur man spelar e Kahoot!<br />

1. Gå ll hps://kahoot.com och logga in.<br />

44<br />

2. Klicka mina kahoots och välj e kahoot.<br />

3. Välj mellan klassisk eller lag spel.<br />

4. Elever gå ll hps://kahoot.it på deras enheter<br />

och skriv koden.<br />

5. Spelare skriver in spelnamn och när alla spelare<br />

är inne klicka start och spelet börjar.<br />

6. Elever har en dbegränsning för svar.<br />

7. Det visas på elevers enheter när svaret är rä<br />

eller fel.<br />

8. Eer varje fråga kan du se hur många elever<br />

som gav rä eller fel svar.<br />

9. I slutet kan du se slutresultaten.<br />

Valya Radeva- SU Ekzarh Anm I, Kazanlak,<br />

Bulgarien.<br />

”i Biology klasser är kahoot e roligt sä a<br />

engagera elever.du kan använda det som en<br />

genomgång av en uppgi, för a hjälpa elever a<br />

minnas den vikgaste informaonen av l ekonen<br />

eller movera eleverna ll a tävla.”


Stanimira Valcheva-SU Ekzarh I, Kazanlak,<br />

Bulgarien.<br />

”I historia klasser är kahoot väldigt användbart<br />

för a memorera olika historia fakta, datum<br />

och händelser. A ha kul och vara i en tävling<br />

memorerar elever de utan några svårigheter.<br />

Spelet är väldigt bra för lärning ll a känna igen<br />

kända historiska figurer. Eer spelet är över kan<br />

läraren ladda ned resultaten eller spara do och<br />

använd senare. Mina elever och jag har<br />

väldigt kul i undervisning medans vi spelar kahoot.<br />

Sabina Angelova - SU Ekzarh Anm I, Kazanlak,<br />

Bulgarian.<br />

”I använder oa kahoot inom matemak<br />

klasser. Det är en plaorm som erbjuder många<br />

möjligheter ll kreava övningar. De kan göras<br />

med telefon vilket är läare och<br />

roligare än den vanliga undervisningen. Elever<br />

arbetar i par, hjälper varandra och lär av varandra.<br />

I slutet av spelet kan läraren se deras utveckling<br />

och ge eleverna respons l l a vara mer försikga,<br />

snabba och koncentrerade.”<br />

The partners schools’ students and teachers at LTTA in Athens, Greece - November 2017<br />

The partners schools’ coordinator team at The Third Transnational meeting in Stockholm, Sweden, June 2018<br />

45


Learning about Quadrilaterals by using<br />

Cooperative techniques<br />

Presented at LTTA Greece - November 2017<br />

by the SPANISH TEAM: MARÍA ESPELETA & LARA<br />

SANTOLAYA FROM FLORIDA SECUNDARIA CATARROJ<br />

1st STEP: FORM GROUPS OF 4 PEOPLE<br />

with Different NATIONALILIES MIXING<br />

GENRE: males/ females, Varied AGES (SIT IN<br />

ASCENDING ORDER YOU HAVE FORMED THE<br />

JIGSAW GROUPS!<br />

2nd STEP: FLIPPAO TECHNIQUE<br />

The oldest person (Flippao) of the group goes<br />

to the teacher to listen to an explanation Then<br />

comes back to the group and explains to the<br />

group what the teacher has told him/her<br />

3rd STEP: STICKERS ON<br />

Flippao distributes the stickers . Each member<br />

sticks his/her sticker on<br />

4th STEP: FORMING EXPERTS GROUPS<br />

Stand up! Look for those who have the same<br />

figure you have. You have formed the EXPERTS<br />

GROUPS:<br />

Squares group Rectangles group Rhombus<br />

group Trapezium group<br />

5th STEP: DEFINE YOUR FIGURE<br />

Discuss about the characteristics of your figure<br />

to define it. When you agree on the definition<br />

check it with the teacher. Each member of the<br />

expert group has to have it clear!<br />

5th STEP: DEFINE YOUR FIGURE<br />

6th STEP: COME BACK TO YOUR JIGSAW<br />

GROUP<br />

Come back to your original group (your Jigsaw<br />

group. Each member explains to the Jigsaw<br />

group the characteristics of his/her figure<br />

making sure everyone has understood them.<br />

7th STEP: CHEKKING WHAT YOU HAVE LEARNT.<br />

ROLL THE QUIZ TECHNIQUE<br />

Each member answers to one question and<br />

checks the answer of the previous question<br />

Flippao starts. Answer in decreasing order of<br />

ages. When you finish, the whole group agree<br />

the answers<br />

46


QUADRILATERALS QUIZ<br />

1. RHOMBUS and SQUARE<br />

a) How does they look like?<br />

b) Which are their differences?<br />

2. RHOMBUS and TRAPEZIUM<br />

a) How does they look like?<br />

b) Which are their differences?<br />

3. SQUARE and RECTANGLE<br />

a) How does they look like?<br />

b) Which are their differences?<br />

4. TRAPEZIUM and RECTANGLE<br />

a) How does they look like?<br />

b) Which are their differences?<br />

5. Of all the figures you have studied, which<br />

one can be cut only once and form another<br />

different<br />

The Spanish team at LTTA in Athens, Greece, November 2017<br />

47


Learning about Quadrilaterals by using Cooperative<br />

techniques - PORTUGUESE TRANSLATION<br />

Aprender Quadrilateros usando técnicas cooper<br />

a v a s<br />

Apresentado pela equipa Espanhola: : MARÍA<br />

ESPELETA e LARA SANTOLAYA , Grécia, Novembro<br />

2017<br />

1ºPASSO : Formação de grupos de 4. Nacionalidades<br />

diferentes<br />

Equilibrara géneros: masulino/feminine.Idades<br />

variadas (Sentando-se em ordem ascendente,<br />

formam-se os grupos).<br />

2ºPASSO: TÉCNICA FLIPPAO<br />

A pessoa mais velha do grupo (Flippao) desloca-se<br />

até ao professor para ouvir a explicação.<br />

Regressa ao grupo e transmite intruções do professor.<br />

3ºPASSO: AUTOCOLANTES Flippao distribui os<br />

autocolantes.Cada membro do grupo afixa o seu<br />

autocolante<br />

4ºPASSO: CONSTITUIÇÃO DE GRUPOS DE PERITOS<br />

Levantam-se todos! Procuram colegas que tenham<br />

figuras iguais às suas. Formam - se os<br />

GRUPOS DE PERITOS.<br />

Grupo dos quadrados Grupo dos rectângulos<br />

Grupo dos rombos Grupo dos trapázios<br />

5ºPASSO: DEFINIR A SUA FIGURA<br />

Discur as caracteríscas da sua figura de forma<br />

a defini-la. Quando houver unanimidade na definição,<br />

confirmar com o professor.Cada membro<br />

deste grupo tem que tornar claro aquilo de que<br />

está a falar.<br />

6ºPASSO: VOLTE AO SEU GRUPO INICIAL<br />

Cada membro explica ao grupo as caracteríscas<br />

da sua figura, cerficando-se que todos compreendem<br />

.<br />

7ºPASSO :CONFIRMAR O QUE APRENDEU.<br />

APLICAR TÉCNICA DO QUIZ<br />

Cada membro responde a uma questão e confirma<br />

a resposta da pergunta anterior. O Flippao<br />

começa. Respostas por ordem decrescente de<br />

idades.<br />

Quando terminar, todo o grupo terá concordado<br />

com todas as respostas.<br />

Learning about Quadrilaterals by using<br />

Cooperative techniques – GREEK TRANSLATION<br />

Μαθαίνοντας για τα Τετράπλευρα χρησιμοποιώντας<br />

τεχνικές συνεργατικής μάθησης<br />

Παρουσίαση από την ΙΣΠΑΝΙΚΗ ΟΜΑΔΑ: MARÍA<br />

ESPELETA & LARA SANTOLAYA στην LTTA Ελλάδα<br />

Νοέμβριος, 2017<br />

1ο ΒΗΜΑ: ΣΧΗΜΑΤΙΣΤΕ ΟΜΑΔΕΣ ΤΩΝ 4 ΑΤΟΜΩΝ<br />

Οι μαθητές πρέπει να είναι από διαφορετικές<br />

ΕΘΝΙΚΟΤΗΤΕΣ. ΜΙΚΤΑ ΦΥΛΑ: αγόρια/ κορίτσια.<br />

Διαφορετικές ηλικίες (καθισμένα παιδιά σε μια<br />

αύξουσα ηλικιακή σειρά). ΕΧΕΤΕ ΔΗΜΙΟΥΡΓΗΣΕΙ<br />

ΓΚΡΟΥΠ JIGSAW/ΣΥΝΑΡΜΟΛΟΓΗΣΕΩΣ!<br />

2ο ΒΗΜΑ: Η τεχνική FLIPPAO<br />

Το παιδί μεγαλύτερης ηλικίας του γκρουπ (Flippao)<br />

πάει στον καθηγητή και ακούει την εξήγηση. Έπειτα<br />

επιστρέφει στο γκρουπ και εξηγεί στα παιδιά τι<br />

του είπε ο καθηγητής. 3ο ΒΗΜΑ: ΑΥΤΟΚΟΛΛΗΤΑ O<br />

Flippao διανέμει τα αυτοκόλλητα.<br />

Κάθε μέλος κολλάει τα αυτοκόλλητα του/της.<br />

4ο ΒΗΜΑ: ΔΗΜΙΟΥΡΓΩΝΤΑΣ ΕΞΕΙΔΙΚΕΥΜΕΝΑ<br />

ΓΚΡΟΥΠ Στέκονται όλοι πάνω!<br />

Κοιτάξετε αυτούς που έχουν δώσει το ίδιο αριθμό/<br />

αποτέλεσμα με εσάς. Έχετε δημιουργήσει τα<br />

πιο κάτω ΕΞΕΙΔΙΚΕΥΜΕΝΑ ΓΚΡΟΥΠ :<br />

Γκρουπ τετραγώνων Γκρουπ ορθογωνίων Γκρουπ<br />

ρόμβων Γκρουπ τραπεζοειδών<br />

5Ο ΒΗΜΑ: ΟΡΙΣΕ ΤΟΥΣ ΑΡΙΘΜΟΥΣ/ ΜΟΡΦΗ<br />

Συζητήστε για τα χαρακτηριστικά του σχήματος<br />

σας για να μπορέσετε να το ορίσετε. Όταν οι μαθητές<br />

έχουν συμφωνήσει για τον ορισμό, τότε<br />

μπορούν να το ελέγξουν με τον καθηγητή.<br />

Κάθε μέλος από το γκρουπ των εξειδικευμένων<br />

μαθητών πρέπει να το έχει κατανοήσει και να είναι<br />

ξεκάθαρο!<br />

6ο ΒΗΜΑ: ΕΠΙΣΤΡΕΨΕΤΕ ΣΤΟ JIGSAW ΓΚΡΟΥΠ<br />

48


Επιστρέψετε στο αρχικό σας γκρουπ (στο Jigsaw<br />

γκρουπ).<br />

Κάθε μέλος εξηγεί στο Jigsaw γκρουπ τα χαρακτηριστικά<br />

του αποτελέσματος του/της, σιγουρεύοντας<br />

πως ο κάθε ένας το έχει κατανοήσει.<br />

7ο ΒΗΜΑ: ΤΙ ΕΧΟΥΜΕ ΜΑΘΕΙ. ΕΦΑΡΜΟΣΤΕ ΤΗΝ<br />

ΤΕΧΝΙΚΗ QUIZ<br />

Κάθε μέλος απαντά σε μια ερώτηση και επαληθεύει/<br />

την απάντηση της προηγούμενης ερώτησης.<br />

Ο Flippao έχει ξεκινήσει. Απαντήστε με φθίνουσα<br />

ηλικιακή σειρά. Όταν έχετε τελειώσει, όλο το<br />

γκρουπ συμφωνεί με το αποτέλεσμα.<br />

Learning about Quadrilaterals by using Cooperative<br />

techniques - SPANISH TRANSLATION<br />

Aprender sobre cuadriláteros mediante el uso de<br />

técnicas cooperavas Presentado por el EQUIPO<br />

ESPAÑOL: MARÍA ESPELETA u LARA SANTOLAYA en<br />

LTTA Grecia noviembre de 2017<br />

1er PASO: FORMAR GRUPOS DE 4 PERSONAS<br />

Diferentes NATIONALIDADES GÉNERO MEZCLA-<br />

DOR: chicos / chicas EDAD variada (SENTARSE EN<br />

ORDEN ASCENDENTE ¡HABÉIS FORMADO LOS<br />

GRUPOS JIGSAW!<br />

2º PASO: TECNICA FLIPPAO<br />

La persona más vieja (Flippao) del grupo escucha<br />

una explicación del profesor Luego regresa al grupo<br />

y explica al grupo lo que le dijo.<br />

3er PASO: PEGATINAS Flippao distribuye las pega-<br />

nas Cada miembro se pega la equeta<br />

4to PASO: FORMAR GRUPOS DE EXPERTOS ¡Nos<br />

ponemos de pie!<br />

Busca a aquellos/as que enen la misma figura<br />

que tú Ya tenemos los GRUPOS DE EXPERTOS:<br />

• Grupo de escuadras<br />

• Grupo de rectángulos<br />

• Grupo rombo<br />

• Grupo trapecio<br />

5º PASO: DEFINE TU FIGURA<br />

Discute con el grupo sobre las caracteríscas de la<br />

figura para definirla Cuando el grupo acepta la definición,<br />

compruébala con el profesor ¡Cada miembro<br />

del grupo de expertos debe tenerlo claro!<br />

6º PASO: VUELVE A TU GRUPO JIGSAW<br />

Regresa a tu grupo original (tu grupo de Jigsaw)<br />

Cada miembro explica al grupo Jigsaw las caracteríscas<br />

de su figura asegurándose Todos y todas lo<br />

han entendido<br />

7º PASO: COMPROBAMOS LO QUE HAN<br />

APRENDIDO. ROLL THE QUIZ TECHNIQUE Cada<br />

miembro responde a una pregunta y verifica la<br />

respuesta a la pregunta anterior<br />

Flippao comienza. Respuesta en orden decreciente<br />

de las edades Cuando terminas, todo el grupo<br />

acepta las respuestas.<br />

49


Learning about Quadrilaterals by using<br />

Cooperative techniques -<br />

BULGARIAN TRANSLATION<br />

Изучаване на четириъгълници чрез използване<br />

на екипни техники Представено от испанският<br />

отбор: MARIA ESPELETA & LARA SANTOLAYA в<br />

LTTA Гърция през ноември 2017<br />

Първа стъпка: Формиране на групи от 4 души<br />

от различни националности<br />

Смесени полове: мъже/жени. Разнообразни<br />

години (стоят в последователен ред)<br />

Втора стъпка: Flippao техника. Най-възрастният<br />

човек (Flippao) от групата отива при учителя, за<br />

да чуе обяснение за съответната геометрична<br />

фитура.След това се връща в групата и обяснява<br />

на групата какво е казал учителят.<br />

Трета стъпка: Стикери. Разпространяват се<br />

стикерите. Всеки член държи своя стикер.<br />

Четвърта стъпка: Формиране на експертни групи.Задача<br />

за участниците: Потърсете онези,<br />

които имат същата фигура, която имате и вие.<br />

Създали сте експертните групи:<br />

Група квадратчета<br />

Група правоъгълници<br />

Група ромбове<br />

Група трапец<br />

Пета стъпка: Определете фигурата си. Намерете<br />

характеристиките на вашата фигура, за да я определите.Когато<br />

сте съгласни с определението,<br />

проверете го с учителя Всеки член на експертната<br />

група трябва да е сигурен!<br />

Шеста стъпка: Върнете се във вашата група<br />

(първоначалната си група)<br />

Всеки член обяснява на групата характеристиките<br />

на неговата / нейната фигур.<br />

Седма стъпка: Проверка на наученото. Всеки<br />

член отговаря на един въпрос и проверява<br />

отговора на предишния въпрос. Отговаряте в<br />

низходящ ред на възрастта (от най-големите<br />

към най-малките членове на групата) .Когато<br />

приключите, цялата група трябва да е съгласна<br />

с отговорите.<br />

50<br />

The partner schools’ coordinator team at the First Transnational meeting in Kazanlak, Bulgaria, October 2016


Philosophers then and now...<br />

let’s philosophize’<br />

WORKSHOP – PRESENTATION – LTTA<br />

Athens, Greece, November 2017<br />

Teachers: Evanthia Mandouraraki, Greek Language teacher;<br />

Anggelina Papadopoulou, Greek Language teacher<br />

from 17 Lyceum of Athens, Greece<br />

Anggelina Papadopoulou, Evanthia Mandouraraki<br />

ABSTRACT<br />

Working on the issue of Ancient Greek<br />

philosophy.<br />

We created a PPT with the main ideas of<br />

the basic ancient Greek philosophers , that<br />

shows the history of the ideas. Then, after the<br />

presentation, we played a game of memory .<br />

AIMS<br />

● to motivate students to explore philosoph<br />

● to motivate students to cooperate in<br />

groups<br />

● to be able to remember some important<br />

ideas of humanity that influenced the<br />

western philosophy<br />

● to realize that basic meanings/ questions<br />

are still preoccupying human mind<br />

51


LESSON STEPS<br />

Step 1: The students and teachers are<br />

in groups and everyone watches the<br />

presentation of ancient Greek philosophers.<br />

Step 2:Some students appear dressed as<br />

philosophers. There is a basket full of strips of<br />

paper with quotes of each philosopher.<br />

Step 3 : A member of each team come in front<br />

and pick up a paper , read loudly the quote to<br />

his team. Then, he/she tries to find the correct<br />

philosopher, οotherwise he/she asks for help<br />

from his/her team. If the answer is correct,<br />

the team takes a point. If not , they don’t. Step<br />

4: we count the points and the winner team<br />

takes a prize.<br />

MATERIAL / FACILITIES / REQUIREMENTS:<br />

Projector, PC EVALUATION<br />

This project is flexible and adaptable to many<br />

lessons for various age levels.<br />

The teacher is free to adapt the subjects and<br />

the time she/he wants to devote to every step<br />

of the project. Also, the students seem to have<br />

fun with the game. They feel free while trying<br />

to find the rite answer , because they are not<br />

afraid of making a mistake, like they usually<br />

are. They also get support from each other.<br />

Finally, all our aims were fulfilled ,<br />

the students learned to cooperate .<br />

To see the augmented reality – the video with the Greek workshop, you have to use your HP Reveal APP in your phone<br />

and follow the channel – NatashaDzhurkova.<br />

Philosophers then and now...let’s philosophize’ –<br />

SWEDISH TRANSLATION<br />

Lärare: Evanthia Mandouraraki, lärare i grekiska<br />

at 17 Lyceum of Athens, Anggelina Papadopoulou,<br />

lärare i grekiska teacher at 17 high school of Athens,<br />

Ämne: ‘‘FILISOFER DÅ OCH NU...LÅT FILOSOFERA’ PRACTICES<br />

IN SUBJECT AREAS: ANCIENT GREEK PHILOSOPHY.<br />

Sammanfaning<br />

Arbete med de klassiska grekiska filosoferna.<br />

Vi skapade en PPT med de grundläggande klassiska<br />

grekiska filosoferna som visar vårt idéhistoriska<br />

arv. Eer dea lekte vi en minneslek i form av<br />

en tävling.<br />

Mål<br />

● a movera eleverna a upptäcka filosofi<br />

● a movera eleverna a arbeta i grupp<br />

● a bli förtrogen med några av de vikgaste<br />

idéerna från den grekiska idévärlden som<br />

kommit a påverka västerlandets filosofi.<br />

● a inse a samma frågor om livets mening<br />

forarande står i focus hos<br />

Lekonsplan<br />

Steg 1: Eleverna och lärarna placeras i grupper<br />

och samtliga tar del av presentaons kring den<br />

grekiska filosofin.<br />

Steg 2: Några av eleverna uppträder som de kän-<br />

52


daste filosoferna. Där finns också en korg med pappersremsor<br />

fyllda av citat från samma filosofer.<br />

Steg 3: En i varje grupp kommer fram och tar en<br />

pappersremsa och läser högt citatet för sin grupp.<br />

Nu ska eleven associera ll rä filosof. Kan denna<br />

inte får gruppen hjälpa ll. Rä svar ger en poäng<br />

– dock inga minuspoäng.<br />

Steg 4: När alla remsor är upplästa har den grupp<br />

med flest poäng vunnit.<br />

Material/Lokal/Hjälpmedel:<br />

Projektor, dator<br />

Utvärdering<br />

Lekonsupplägget är flexibelt anpassningsbart<br />

ll fler områden än grekisk filosofi och varierade<br />

åldrar. Läraren kan också färga in upplägget eer<br />

egna behov och utvecka varje steg i projektet eer<br />

behov. Dessutom verkade eleverna ha roligt med<br />

a både få uppträda och tävla. I grupp framme på<br />

scen är man inte så rädd a göra bort sig och tävla<br />

i grupp blir inte heller så avslöjande eersom man<br />

också kan ta hjälp av gruppmedlemmarna – alla<br />

stödjer varandra. Eleverna samarbetade på e<br />

lyckosamt vis.<br />

Philosophers then and now...let’s philosophize’<br />

PORTUGUESE TRANSLATION<br />

Professores: Evanthia Mandouraraki, professora de Língua Grega<br />

em 17 Lyceum of Athens, e Anggelina Papadopoulou, professora<br />

de Língua Grega em 17 high school de Atenas,<br />

TÓPICO : ‘‘FILÓSOFOS: ANTES E AGORA... VAMOS FILOSOFAR’<br />

PRATICAS NAS ÁREAS DISCIPLINARES:<br />

FILOSOFIA GREGA ANTIGA<br />

ABSTRACT<br />

Trabalhar o conceito de Filosofia Grega Antiga.<br />

Foi criado um PPT com as ideias principais dos<br />

antigos filósofos gregos mais importantes que<br />

ilustram a história das ideias. De seguida, após a<br />

apresentação, foi feito um jogo de memória.<br />

OBJETIVOS<br />

● motivar os alunos para explorar Filosofia<br />

● motivar os alunos para cooperar em grupo<br />

● conseguir memorizar algumas ideias<br />

importantes da humanidade, que<br />

influenciaram a filosofia ocidental.<br />

● Compreender que conceitos/questões<br />

básicas continuam a preocupar a mente<br />

humana.<br />

PASSOS DA AULA<br />

Passo 1: Alunos e professors estão em grupos<br />

e todos assistem à apresentação dos Filósofos<br />

Gregos antigos.<br />

Passo 2:Alguns alunos encarnam a figura dos<br />

filósofos. Um cesto, existem tiras de papel com<br />

várias citações de cada filósofo.<br />

Passo 3 : Um membro de cada equipa retira<br />

uma destas tiras de papel, e lê evoz alta a<br />

citação. De seguida, tenta identificar o filósofo<br />

correspondente ou pode pedir ajuda à equipa<br />

para o<br />

fazer. Se a resposta for correta a equipa ganha 1<br />

ponto.<br />

Passo 4: contam-se os pontos e a equipa<br />

vencedora ganha um prémio.<br />

MATERIAL / LOGÍSTICA : Projetor, PC<br />

AVALIAÇÃO<br />

Este projeto é flexível e adaptável a várias aulas<br />

com grupos etários diferentes. O professor é<br />

livre de adaptar os temas e o tempo a utilizar.<br />

Os alunos divertem-se a aprender. Sentemse<br />

desinibidos enquanto procuram a resposta<br />

certa, sem medo de errar. Sentem-se apoiados<br />

uns pelos outros.<br />

Os objetivos foram atingidos, os alunos<br />

aprenderam a cooperar.<br />

53


Philosophers then and now...let’s philosophize<br />

BULGARIAN TRANSLATION<br />

Учители: Евантия Мандоарараки, учител по гръцки език и<br />

Ангелина Пападопулоу, учител по гръцки език<br />

в 17-та гимназия в Атина, Гърция.<br />

Тема: „ФИЛОСОФИТЕ ТОГАВА И СЕГА... ДА ПОФИЛОСОФСТВАМЕ“.<br />

Резюме<br />

Основна тема - ДРЕВНОГРЪЦКА ФИЛОСОФИЯ.<br />

Създадохме PPT с главните идеи на древните<br />

гръцки философи. След презентацията се<br />

използва игра за запаметените знания.<br />

Цели<br />

- Да мотивираме учениците да изучават философия<br />

- Да мотивираме учениците да работят<br />

в екип<br />

- Да съдействаме учениците да запомнят<br />

важните идеи на човечеството, които са повлияли<br />

западната философия<br />

- Да осъзнаят базовите понятия/ въпроси, които<br />

още търсят отговорите си в човешкия ум<br />

Стъпки<br />

Стъпка 1: Учениците и учителите са в групи<br />

и всеки гледа презентацията за древногръцките<br />

философи.<br />

Стъпка 2: Някои от учениците се появяват<br />

облечени като философи. Има кошница, пълна<br />

с листове, съдържащи цитати на всеки философ.<br />

Стъпка 3: Член на всеки екип излиза от-<br />

пред и избира лист, чете цитата на глас на екипа<br />

си. След това той/тя се опитва да отгатне<br />

философа,чиято мисъл е прочел/а. Ако не успее<br />

иска помощ от сътборниците си. При верен<br />

отговор отборът получава точка.<br />

Стъпка 4: Преброяваме точките и победителите<br />

получават награда-лавров венец.<br />

Материали/Изисквания<br />

Проектор, компютър<br />

Оценяване.<br />

Проектът е гъвкав и приспособим за<br />

различни уроци и за всякакви възрасти.<br />

Преподавателят е свободен да адаптира учебните<br />

предмети и времето, необходимо за всяка<br />

стъпка на урока. Също така учениците се<br />

забавляват с играта. Чувстват се свободни докато<br />

се опитват да намерят отговора, защото<br />

не се притесняват да сгрешат, както правят по<br />

принцип. Те се подкрепят взаимно. Учениците<br />

се научават да си сътрудничат.<br />

The partner schools’ coordinator team at the First Transnational meeting in Kazanlak, Bulgaria,<br />

October 2016<br />

54


Philosophers then and now...let’s philosophize’<br />

GREEK TRANSLATION<br />

“ΦΙΛΟΣΟΦΟΙ ΤΟΤΕ ΚΑΙ ΤΩΡΑ … Ας φιλοσοφήσουμε…”<br />

Σχετικά γνωστικά αντικείμενα: ΑΡΧΑΙΑ ΕΛΛΗΝΙΚΗ ΦΙΛΟΣΟΦΙΑ,<br />

Αγγλική Γλώσσα<br />

ΠΕΡΙΛΗΨΗ<br />

Δημιουργήσαμε μια παρουσίαση (ppt) με τις βασικές<br />

ρήσεις των βασικών φιλοσόφων της αρχαίας<br />

ελληνικής φιλοσοφίας, που παρουσιάζουν σε<br />

αδρές γραμμές την ιστορία των ιδεών. Μετά από<br />

την προβολή της παρουσίασης, παίξαμε ένα παιχνίδι<br />

μνήμης.<br />

ΣΚΟΠΟΙ<br />

● Να κινητοποιηθούν οι μαθητές να διερευνήσουν<br />

τους αρχαίους φιλοσόφους<br />

● Να κινητοποιήσουμε τους μαθητές να συνεργαστούν<br />

σε ομάδες.<br />

● να απομνημονεύσουν ρήσεις/θέσεις φιλοσόφων<br />

που ενεργοποίησαν κι επηρέασαν τη δυτική<br />

σκέψη.<br />

● Να συνειδητοποιήσουν ότι βασικά ερωτήματα<br />

απασχολούν ακόμη την ανθρώπινη διανόηση.<br />

ΠΟΡΕΙΑ ΜΑΘΗΜΑΤΟΣ<br />

ΒΗΜΑ 1ο : Μαθητές και καθηγητές είναι χωρισμένοι<br />

σε ομάδες και παρακολουθούν την παρουσίαση<br />

της ιστορίας της φιλοσοφίας.<br />

ΒΗΜΑ 2ο: Παρουσιάζεται ομάδα μαθητών ντυμένοι<br />

αρχαίοι Έλληνες φιλόσοφοι , εκπροσωπώντας<br />

ο καθένας από έναν φιλόσοφο. Επίσης, τοποθετείται<br />

στο κέντρο ένα κουτί γεμάτο με κομμάτια<br />

χαρτί στα οποία αναγράφεται και από μια<br />

ρήση φιλοσόφου.<br />

ΒΗΜΑ 3ο : Στη συνέχεια ένα μέλος κάθε ομάδας<br />

έρχεται στο κέντρο και τραβά ένα χαρτάκι με τη<br />

ρήση του φιλοσόφου. Διαβάζει δυνατά τα λόγια<br />

προς την ομάδα του, εάν καταφέρει να βρει<br />

το όνομα του φιλοσόφου στον οποίο ανήκει η<br />

ρήση, παίρνει ένα πόντο για την ομάδα του, διαφορετικά<br />

ζητά τη βοήθεια της ομάδας , για να<br />

κερδίσουν τον πόντο.<br />

ΒΗΜΑ 4: Μετριούνται οι πόντοι κάθε ομάδας και<br />

δίνεται ένα στεφάνι ελιάς ως συμβολικό βραβείο<br />

στη νικήτρια ομάδα.<br />

ΑΠΑΡΑΙΤΗΤΟΣ ΕΞΟΠΛΙΣΜΟΣ:<br />

Ηλεκτρονικός υπολογιστής, βιντεοπροβολέας.<br />

ΑΞΙΟΛΟΓΗΣΗ<br />

Αυτό το μάθημα είναι ευέλικτο και προσαρμόσιμο<br />

σε πολλά μαθήματα με διαφορετικά επίπεδα<br />

δυσκολίας , ανάλογα με την ηλικία των μαθητών<br />

μας αλλά και ανάλογα με τους στόχους μας.<br />

Γιατί, ο διδάσκων είναι ελεύθερος να προσαρμόσει<br />

το μάθημα ανάλογα με τους διδακτικούς του<br />

στόχους και τον χρόνο που θέλει να αφιερώσει<br />

κάθε φορά. Επίσης, οι μαθητές φαίνεται να διασκεδάζουν<br />

με το παιχνίδι. Αισθάνονται ελεύθεροι<br />

, καθώς προσπαθούν να βρουν τη σωστή<br />

απάντηση , διότι δε φοβούνται μήπως κάνουν<br />

λάθος, όπως συμβαίνει συνήθως με την κλασική<br />

αξιολόγηση του μαθητή. Εξάλλου θα<br />

πρέπει να συνυπολογίσουμε το γεγονός ότι αλληλοϋποστηρίζονται<br />

στο πλαίσιο της ομάδας<br />

και δεν λειτουργούν τόσο ανταγωνιστικά.Τέλος,<br />

όλοι οι διδακτικοί μας στόχοι εκπληρώθηκαν και<br />

οι μαθητές μας συνεργάστηκαν εποικοδομητικά<br />

και δημιουργικά.<br />

55


Using different QR codes in the classroom,<br />

create games, tests and exercises<br />

for History school subject<br />

Presented by Stanimira Valcheva, History teacher<br />

in SU Ekzarh Antim I, Kazanlak, Bulgaria<br />

at LTTA in Lisbon, Portugal – April 2017<br />

To see the augmented reality – the video with the Bulgarian workshop, you have to use your HP Reveal APP in your<br />

phone and follow the channel – NatashaDzhurkova<br />

Scanning the QR code students can practice<br />

and have fun in the classroom…and at the<br />

same time preparing for the history tests and<br />

examinations. I use QR code for giving different<br />

history lessons to my students.<br />

Once scanning the QR code they can find the<br />

lesson or the exercise anytime and Anywhere<br />

These are some examples of the exercises I<br />

use….<br />

I create these games in https://learningapps.org<br />

All you need is to go to http://goqr.me/ where you can create QR code very easy and quickly.<br />

56


After picking a template you will see 3 Examples…<br />

…check them to see what the template is like…<br />

…then click on CREATE NEW APP….<br />

…and start creating your App…<br />

57


58<br />

When you are ready with your App click on … Finish editing and show preview.<br />

At the end Save App.<br />

After saving your App you can<br />

find at the bottom of the same<br />

page Web link and QR code of<br />

your App.<br />

You can use it to give it to the<br />

students.<br />

For copying the QR code click<br />

on it with right button….<br />

...copy … and paste it on Word<br />

document…and print it….<br />

I usually use QR codes printed<br />

and posted on the walls of my classroom….<br />

….or display them and students scan the QR code with their phones and …work…


Using different QR codes in the classroom, create<br />

games, tests and exercises for History school subject<br />

PORTUGUESE TRANSLATION<br />

Presented by Stanimira Valcheva, History teacher<br />

in SU Ekzarh Antim I, Kazanlak, Bulgaria at LTTA<br />

in Lisbon, Portugal – April 2017<br />

A ulização de QR codes (Quick response code<br />

- Código de resposta rápida) nas aulas oferece a<br />

possibilidade de criar jogos, testes e exercícios<br />

nas minhas aulas de História.<br />

Ao fazer o scan dos QR codes os alunos pracam<br />

e divertem-se na sala de aula... e em simultâneo<br />

preparam-se para os testes e exames de História.<br />

Uso QR codes para leccionar aulas diferentes aos<br />

meus alunos. Ao fazer scan dos códigos podem<br />

encontrar as aulas ou exercícios em qualquer altura,<br />

em qualquer lugar.<br />

Estes são alguns exemplos dos exercícios que uso<br />

59


Consigo criar estes jogos em hps://learningapps.org<br />

Só precisa aceder a hp://goqr.me/ onde pode<br />

criar QR codes de uma forma fácil e rápida.<br />

Após escolher um template dispõe de 3 exemplos:<br />

... veja como é o template ...<br />

… depois clique em CREATE NEW APP….<br />

… e comece a criar a sua App…<br />

Quando a sua App esver pronta, finalize a edição<br />

e faça preview No final guarde a App<br />

Depois de guardar a App encontrará no final da<br />

mesma página a ligação web e o QR code respe-<br />

v o .<br />

Use-o para o transmir aos alunos.<br />

Para copiar o QR code clique em cima dele com<br />

o botão do lado direito do rato ... copie ... cole-o<br />

num documento word ... e imprima-o<br />

Uso geralmente QR codes expostos nas paredes<br />

da minha sala de aula ... ou divulgo-os para os alunos<br />

poderem fazer scan dos cógigos om os telemóveis<br />

e ... trabalharem ...<br />

Using different QR codes in the classroom, create<br />

games, tests and exercises for History school subject<br />

SPANISH TRANSLATION<br />

Presented by Stanimira Valcheva, History teacher<br />

in SU Ekzarh Antim I, Kazanlak, Bulgaria<br />

at LTTA in Lisbon, Portugal – April 2017<br />

Ulizar códigos QR en clase para crear diferentes<br />

juegos, pruebas y ejercicios en clases de historia.<br />

Escaneando el código QR los estudiantes pueden<br />

praccar y diverrse en el aula ... y al mismo<br />

empo, prepararse para los tests y exámenes.<br />

Yo uso el código QR para dar diferentes lecciones<br />

a mis alumnos de historia.<br />

Una vez escaneado el cógido QR, ellos podrán encontrar<br />

la lección o el ejercicio en cualquier momento<br />

y en cualquier lugar .<br />

Estos son algunos ejemplos de los ejercicios que<br />

uso ....<br />

He creado estos juegos a través de hps://learningapps.org<br />

Todo lo que necesitais es a ir a hp://goqr.me/<br />

donde podréis crear el código QR fácil y rápidamente.<br />

Después de escoger un modelo enes 3 ejemplos<br />

... ...<br />

compruébalos para ver si funcionan ... ... Entonces<br />

clica para crear una nueva APP ... y comenzará la<br />

creación de tu aplicación ...<br />

Cuando esté lista, inicia la aplicación...<br />

Termina la edición y usa la vista previa para guardar<br />

la aplicación.<br />

Después de guardar tu aplicación, puedes encontrar<br />

en el fondo de la misma página web, el link<br />

y el código QR de tu aplicación. Puedes dársela a<br />

los estudiantes.<br />

60


Para copiar el código QR, clica el botón derecho<br />

del ratón .... ... copia ... y pega en un documento<br />

de Word... y imprímelo ....<br />

Usualmente uso códigos QR los imprimo y los<br />

cuelgo en las paredes de mi aula .....<br />

o los muestro a los estudiantes para que escaneen<br />

el código QR con sus teléfonos y ... trabajen ...<br />

Using different QR codes in the classroom, create<br />

games, tests and exercises for History school subject<br />

SWEDISH TRANSLATION<br />

Presented by Stanimira Valcheva, History teacher<br />

in SU Ekzarh Antim I, Kazanlak, Bulgaria<br />

at LTTA in Lisbon, Portugal – April 2017<br />

Genom a använda QR koder i klassrummet kan<br />

man skapa olika spel, prov och övningar för min<br />

historia klass.<br />

Genom a scanna QR koder kan studenter öva<br />

och ha kul i klassrummet… och kan samdigt förbreda<br />

sig inför historia prov och läxförhör.<br />

Jag använder QR kod för a ge olika historielek-<br />

oner ll mina elever eer scanning av QR koden<br />

kan de hia övningar närsomhelst och överallt<br />

Här är några av de övningarna jag använder<br />

Jag skapar dessa spel i hps://learningapps.org<br />

Allt du behöver veta är hp://goqr.me/ där kan<br />

du skapa Qr koder enkelt och snabbt. Eer du väljer<br />

en mall för dina 3 exempel<br />

…undersök dem för a se vad mallarna är…<br />

…klicka sedan på CREATE NEW APP…. …och börja<br />

skapa en ny app…<br />

När du är klar med appen klicka på … redigera och<br />

förhandsvisa spara sedan när du är klar.<br />

Eer a du har sparat appen kan du hia den<br />

längst ned på sidan Weblink och QR koden av<br />

eran App du kan sedan dela appen med dina elever<br />

För a kopiera QR koden,höger klicka på den<br />

...kopiera<br />

… och klistra ll word documen…och skriv ut<br />

den….<br />

Jag annvänder vanligtvis QR koder utskrivna och<br />

uphängda på väggarna i mi klassrum…. ….eller<br />

visar dem ll studenter som scannar QR koderna<br />

deras telefoner …arbeta…<br />

61


Using different QR codes in the classroom, create<br />

games, tests and exercises for History school subject<br />

BULGARIAN TRANSLATION<br />

Presented by Stanimira Valcheva, History teacher<br />

in SU Ekzarh Antim I, Kazanlak, Bulgaria<br />

at LTTA in Lisbon, Portugal – April 2017<br />

Използването на QR кодове в часовете, създаване<br />

на различни игри, тестове и упражнения.<br />

Сканирайки QR кода учениците могат да учат<br />

и да се забавляват, докато са в час или се<br />

подготвят за тестове по история и изпитвания.<br />

Използвам QR кода, за да дам по-различни<br />

уроци на учениците си. Веднъж сканирайки QR<br />

код, те могат да намерят урок или упражнение<br />

навсякъде по всяко време.<br />

Това са някои примери на упражнения, които<br />

аз използвам. Създадох тези игри в https://<br />

learningapps.org<br />

Всичко, което ви трябва е да отидете на http://<br />

goqr.me/ където можете да създадете QR код<br />

много бързо и лесно.<br />

След като изберете тема трябва да проверите<br />

как изглежда тя. После натискате - Създай<br />

ново приложение.<br />

И започвате да създавате своето приложение.<br />

Когато сте готови с приложението си натискате<br />

върху Завърши обработването и покажи<br />

преглед. На края запазвате приложението.<br />

62


Using different QR codes in the classroom,<br />

create games, tests and exercises for<br />

History school subject – GREEK TRANSLATION<br />

Με τη χρήση QR codes στην τάξη δημιουργώ διάφορα<br />

παιχνίδια, τεστ και ασκήσεις για το μάθημα<br />

της Ιστορίας.<br />

Σκανάροντας το QR code οι μαθητές κάνουν πρακτική<br />

ενώ ταυτόχρονα διασκεδάζουν μαθαίνοντας<br />

και παράλληλα κάνουν προετοιμάζονται για<br />

τα διαγωνίσματα και τις εξετάσεις στο μάθημα<br />

της Ιστορίας.<br />

Χρησιμοποιώ QR code στην παράδοση διαφορετικών<br />

κάθε φορά μαθημάτων Ιστορίας για τους<br />

μαθητές μου.<br />

Σκανάροντας το QR code βρίσκουν το μάθημα ή<br />

την άσκηση που θέλουν οποτεδήποτε και οπουδήποτε.<br />

Παρακάτω είναι ορισμένα παραδείγματα ασκήσεων<br />

που χρησιμοποιώ. Αυτά τα μαθήματα τα<br />

δημιουργώ με το https://learningapps.org<br />

Απλά επισκεφθείτε το http://goqr.me/ όπου μπορείτε<br />

να δημιουργήσετε QR code πολύ εύκολα<br />

και γρήγορα<br />

Επιλέγοντας μία εικόνα σας δίνονται 3 δείγματα….<br />

Ελέγξτε τα και επιλέξτε την εικόνα που σας αρέσει<br />

κι επιθυμείτε να χρησιμοποιήσετε Κάντε κλικ<br />

στο CREATE NEW APP…. στην επάνω μπάρα και<br />

αρχίστε να δημιουργείτε τη δική σας εφαρμογή.<br />

Όταν έχετε ολοκληρώσει με την εφαρμογή σας<br />

κάντε κλικ κάτω δεξιά στο … Finish editing και δείτε<br />

την προεπισκόπηση που εμφανίζεται.<br />

Στο τέλος πατήστε Save App για να σώσετε την<br />

εφαρμογή σας.<br />

Αφού σώσετε την εφαρμογή σας ( App ) μπορείτε<br />

να τη βρείτε στο κάτω μέρος της ίδιας σελίδας<br />

μαζί με τον σύνδεσμο (Weblink) και το QR code<br />

της εφαρμογής σας. ( App ). Μπορείτε να το δώσετε<br />

στους μαθητές σας.<br />

Για να αντιγράψετε το QR code κάντε δεξί κλικ<br />

επάνω του – αντιγραφή (copy ) και επικολλήστε<br />

(paste) το σε έγγραφο Word document και εκτυπώστε<br />

το ( print ).<br />

Συνήθως τυπώνω και προβάλω τα QR codes<br />

στους τοίχους της τάξης μου ή τους παρουσιάζω<br />

ηλεκτρονικά και οι μαθητές μου τους αντιγράφουν<br />

με τα κινητά τους και δουλεύουν μετά…<br />

STANIMIRA VALCHEVA, KAΘΗΓΗΤΡΙΑ ΙΣΤΟΡΙΑΣ-<br />

HISTORY TEACHER, Bulgarian Team<br />

63


Interdisciplinary project<br />

about International Economy<br />

in Social Studies and English<br />

Workshop presented by Tobias Söderström<br />

(teacher of English and History)<br />

Eleonor Lauter (teacher of social studies)<br />

Mats Rendahl (teacher of History and Swedish)<br />

from Bromma Gimnasim, Stockholm, Sweden at LTTA in Athens,<br />

November 2017<br />

We will show you an example on how we<br />

sometimes work in interdisciplinary projects<br />

at our school Bromma Gymnasium. In spring<br />

2017 we had an interdisciplinary project<br />

in English, Business and Social studies about<br />

International Economy. This project usually<br />

runs over 4-5 weeks and is taught in English<br />

and Social Studies, where the students finally<br />

write an essay in English putting Theories in<br />

Economics into a new context (such as the<br />

economic crises in Europe of 2007 or similar).<br />

Material we´ve used: See attached files<br />

Economic theories – Mercantilism, Liberalism,<br />

Marxism, Keyneanism, Monetarism Films: The<br />

Inside Job, Big Short<br />

Kahoot! Comic Strip<br />

However, todays lesson is more of an<br />

introduction about money. What is money?<br />

What is fractional reserve banking?<br />

Take a few minutes in groups of 4 and<br />

discuss: What is money? Divide into groups<br />

1,2,3,4,5,6,7<br />

• Take a few minutes in groups of 4 and<br />

discuss: What is money?<br />

• Hands up!<br />

• Now you need a device (such as a phone<br />

or iPad or computer, with internet<br />

connection<br />

• Soo - just a few questions to let us know<br />

about your preunderstanding about<br />

Money<br />

• Kahoot in groups<br />

• Explanation of the Words<br />

• Hand out comic strip about money, and<br />

how it is ”created”<br />

• Prepare in your groups and act out: from 3<br />

euros, you are supposed to create 6 euros.<br />

• You need to have two bankers and two<br />

borrowers.<br />

• You have 10 minutes!<br />

• Any volunteers who will show the rest how<br />

you were thinking?<br />

64


Task for the participating students:<br />

Explain how you can create 80 Euros based on 100 Euros?<br />

Please illustrate your answer with an example!<br />

To see the augmented reality – the video with the Swedish workshop, you have to use your HP Reveal APP in your phone<br />

and follow the channel –NatashaDzhurkova<br />

1. ¿Cuál es el significado de “fracción”?<br />

A) Proporción de algo<br />

B) Número completo C) Dinero<br />

D) Seguridad<br />

2. ¿Cuál es el significado de “depósito”?<br />

A) Préstamo<br />

B) Banco<br />

C) Seguridad de prepago<br />

D) Factura<br />

3 ¿Cuál es el significado de “crédito”?<br />

A) Préstamo<br />

B) Cosas<br />

C) Prepag<br />

D) Banco<br />

4. ¿Cuál es el significado de interés?<br />

A) Afición<br />

B) Coste del dinero<br />

C) Inflación<br />

D ) Hipoteca<br />

5. ¿Cómo expresarías 1/5 en porcentaje?<br />

A) 10%<br />

B) 20%<br />

C) 25%<br />

D) 33%<br />

65


Interdisciplinary project about International<br />

Economy in Social Studies and English<br />

GREEK TRANSLATION<br />

Θα σας παρουσιάσουμε ένα παράδειγμα του πως<br />

δουλεύουμε μερικές φορές στο πλαίσιο διεπιστημονικών<br />

προγραμμάτων στο σχολείο μας, το<br />

Γυμνάσιο Bromma. Την άνοιξη του 2017 διεξήγαμε<br />

ένα διεπιστημονικό πρόγραμμα στα Αγγλικά,<br />

στις Οικονομικές και στις Κοινωνικές Σπουδές<br />

σχετικά με τη Διεθνή Οικονομία. Συνήθως το πρόγραμμα<br />

αυτό διαρκεί 4-5 εβδομάδες και διδάσκεται<br />

στο Αγγλικά και στις Κοινωνικές Σπουδές,<br />

όπου οι μαθητές γράφουν στο τέλος μια εργασία<br />

στα Αγγλικά βάζοντας τις Οικονομικές Θεωρίες<br />

σε ένα νέο γενικό πλαίσιο (όπως<br />

η οικονομική κρίση στην Ευρώπη το 2007 ή κάτι<br />

παρόμοιο). Υλικό που χρησιμοποιήσαμε:<br />

Δείτε τα συνημμένα αρχεία:<br />

Οικονομικές θεωρίες– Μερκαντιλισμός,<br />

Φιλελευθερισμός, Μαρξισμός, Kυνισσιονισμός,<br />

Νομισματισμός<br />

Ταινίες: The Inside Job, Big Short Kahoot<br />

Κόμικς<br />

Βέβαια, το σημερινό μάθημα είναι περισσότερο<br />

σαν μια εισαγωγή σχετικά με το χρήμα.<br />

Τι είναι το χρήμα; Tι είναι το αποθεματικό τραπεζικό<br />

σύστημα;<br />

Χωριστείτε σε ομάδες των τεσσάρων και συζητείστε:<br />

Τι είναι το χρήμα;<br />

Χωριστείτε σε ομάδες 1,2,3,4,5,6,7<br />

• Συζητήστε για λίγα λεπτά σε ομάδες των τεσσάρων:<br />

Τι είναι το χρήμα;<br />

• Σηκώστε το χέρι σας όταν είστε έτοιμοι!<br />

• Tώρα θα χρειαστείτε μια ηλεκτρονική συσκευή<br />

(όπως ένα κινητό, έναν υπολογιστή ή<br />

ένα iPad, με σύνδεση στο internet).<br />

• Άρα- απλά μερικές ερωτήσεις ώστε να ενημερωθούμε<br />

για το πώς εσείς κατανοείτε το<br />

Χρήμα<br />

• Kahoot σε ομάδες<br />

• Επεξήγηση των λέξεων<br />

• Σας δίνεται ένα κόμικ σχετικά με το χρήμα και<br />

πώς αυτό ‚‘δημιουργείται‘‘<br />

• Προετοιμαστείτε στις ομάδες σας και ενεργείστε:<br />

Kαλείστε από 3 ευρώ να<br />

• δημιουργήσετε 6 ευρώ. Πρέπει να έχετε δύο<br />

τραπεζίτες και δύο δανειστές.<br />

• Έχετε 10 λεπτά!<br />

• Ποιοί εθελοντές θα δείξουν στους υπόλοιπους<br />

πώς σκέφτηκαν;<br />

From le ft t o r ight: Dr Nektarios Rodosthenous<br />

(Music Technology in American Academy<br />

Larnaca, Cyprus); Petra Matthews Crow –Astor<br />

College, Dover, England; Eleonor Lauter (teacher<br />

of social studies from Bromma Gimnasium,<br />

Sweden)<br />

66


Interdisciplinary project about International<br />

Economy in Social Studies and English<br />

SPANISH TRANSLATION<br />

Tobias Söderström (Profesor de ingles y historia),<br />

Elenor Lauter (profesora de estudios sociales),<br />

Mats Rendahl (profesor de historia y sueco)<br />

Te enseñaremos un ejemplo de cómo trabajamos<br />

a veces en proyectos interdisciplinarios en nuestra<br />

escuela “Bromma Gymmnasium”. En primavera<br />

de 2017 tuvimos un proyecto interdisciplinario<br />

en estudios ingleses de comercio y sociales sobre<br />

la economía internacional. Este proyecto normalmente<br />

dura entre 4-5 semanas y es impardo en<br />

inglés y estudios sociales, donde los estudiantes<br />

escribirán un ensayo en ingles poniendo las teorías<br />

economías en un nuevo contexto (como la<br />

crisis europea de 2007 o similares).<br />

Material que hemos usado: Ver archivos adjuntos<br />

Teorías económicas – Mercanlismo, Liberalismo,<br />

Marxismo, Keyneanismo y Monetarismo Películas:<br />

The inside job y big short Kahoot!<br />

Tira comica<br />

Sin embargo, la lección de es más que una introducción<br />

sobre el dinero. ¿Qué es el dinero? ¿Qué<br />

es el banco de reserva fraccional?<br />

Toma unos pocos minutos en grupos de 4 i discu-<br />

d: ¿Que es el dinero<br />

• Divide en los grupos 1,2,3,4,5,6,7<br />

• Toma unos pocos minutos en grupos de 4 i discud:<br />

¿Que es el dinero?<br />

• ¡Manos arriba!<br />

• Ahora necesitas un disposivo (algo como una<br />

Tablet un móvil o un ordenador con conexión a<br />

internet)<br />

• Bueno solo unas pocas preguntas para que<br />

nosotros sepamos tus conocimientos previos<br />

sobre el dinero<br />

• Kahoot ! en grupos<br />

• Explicación de las palabras<br />

• Reparr una ra cómica sobre el dinero i como<br />

fue “creado”<br />

• Preparaos en vuestros grupos y actuad: de 3<br />

euros, enes que crear 6 euros necesitáis tener<br />

2 banqueros y dos prestatarios<br />

• Tienes 10 minutos<br />

• ¿Algunos voluntarios para mostrar a los<br />

demás para lo que están pensando?<br />

To see the augmented reality – the video with the Swedish workshop, you have to use your HP Reveal APP<br />

in your phone and follow the channel –NatashaDzhurkova<br />

67


Interdisciplinary project about International<br />

Economy in Social Studies and English<br />

PORTUGUESE TRANSLATION<br />

Tobias Söderström (professor de Inglês e História),<br />

Eleonor Lauter (professor de estudos sociais)<br />

Mats Rendahl (professor de História e de Sueco)<br />

Iremos mostrar-vos um exemplo de trabalho de<br />

projeto interdisciplinar na nossa escola Bromma<br />

Gymnasium, Na primavera de 2017, iniciámos<br />

um projeto interdisciplinar<br />

em Inglês, Negócios e Estudos Sociais no âmbito<br />

de Economia Internacional. De uma forma geral<br />

um projeto assim tem a duração de 4-5 semanas<br />

e é lecionado nas disciplinas de Inglês e Estudos<br />

Sociais, tendo os alunos que escrever um ensaio<br />

em Inglês,<br />

aplicando as Teorias da Economia num novo contexto<br />

(como por exemplo as crises económicas na<br />

Europa em 2007).<br />

Material ulizado: Ver ficheiros anexos<br />

Teorias económicas – Mercanlismo, Liberalismo,<br />

Marxismo, Keyneanismo, Monetarismo Filmes:<br />

The Inside Job, Big Short<br />

Kahoot!<br />

Banda desenhada<br />

A aula de hoje, é contudo, mais uma introdução<br />

sobre dinheiro. O que é o dinheiro? O que é a re-<br />

serva financeira fracional?<br />

Dividam-se por diferentes grupos de quatro; 1, 2,<br />

3, 4, 5, 6, 7<br />

• Discuta em grupos de 4 sobre a questão: O<br />

que é o dinheiro?<br />

• Ponham as mãos no ar!<br />

• Vão precisar de um disposivo móvel (telemóvel,<br />

iPad ou computador com ligação à internet)<br />

• Agora algumas perguntas para perceber a vossa<br />

perceção do significado do dinherio.<br />

• Kahoot em grupos<br />

• Explicação do significado de palavras<br />

• Exibam a banda desehada que criaram sobre<br />

o dinheiro e como é “criado”<br />

• Em grupos, explique como se faz: a parr de<br />

3€ tem que criar 6€. Precisam de 2 bancos e<br />

de 2 mutuários/devedores.<br />

• Tem 10 minutos!<br />

• Voluntários para fazer de porta voz dos grupos<br />

68


Interdisciplinary project about International<br />

Economy in Social Studies and English<br />

BULGARIAN TRANSLATION<br />

Интердисциплинарен проект по международна икономика,<br />

социални науки и английски език<br />

Тобиас Сьодерстрьом (преподавател по английски и история)<br />

Елеонор Лаутер (преподавател по социални науки),<br />

Матс Рендъл (преподавател по история и шведски)<br />

Ще ви покажем пример за това, как понякога<br />

работим в интердисциплинарни<br />

проекти в нашето училище Bromma<br />

Gymnasium.<br />

През пролетта на 2017 г. имахме интердисциплинарен<br />

проект по английски, бизнес<br />

и социални изследвания по международна<br />

икономика.<br />

Този проект обикновено се провежда на<br />

4-5 седмици и се преподава на английски и<br />

социални науки, където учениците накрая<br />

пишат есе на английски език, поставяйки<br />

Теорията на икономиката в нов контекст<br />

(като икономическата криза в Европа през<br />

2007 г. или подобни). Материал, който сме<br />

използвали:<br />

Икономически теории -Меркантилизъм,<br />

Либерализъм, Марксизъм, Кейнсианска икономика,<br />

Mонетаризъм<br />

Филми: Вътрешна афера,Големият залог<br />

Kahoot!<br />

Комикси<br />

Днешният урок обаче е повече от едно<br />

въведение за парите. Какво са парите? Какво<br />

е резервното банкиране?<br />

Отделете няколко минути на групи по 4<br />

и обсъдете: Какви са парите? Разделете на<br />

групи 1,2,3,4,5,6,7<br />

Сега имате нужда от устройство (като<br />

телефон или iPad или компютър и връзка с<br />

интернет).<br />

Кahoot! в групи Обяснение на думите<br />

Комикси за парите и как са създадени<br />

Подгответе се във вашите групи и действайте:<br />

от 3 евро, вие трябва да създадете 6<br />

евро. Трябва да имате двама банкери и двама<br />

кредитополучатели.<br />

Обяснете: Как можете да направите от<br />

80 евро- 100 евро? Илюстрирайте отговора<br />

си с пример. Имате 10 минути!<br />

The team of the English language teachers from the partner schools<br />

at the first transnational meeting in Kazanlak, Bulgaria, October 2016<br />

69


Interdisciplinary project about International<br />

Economy in Social Studies and English<br />

SWEDISH TRANSLATION<br />

Ämnesövergripande projekt om intenationell eknomi,<br />

samhällkunskap och engelska<br />

Tobias Söderström (lärare i engelska och historia)<br />

Eleonor Lauter (Lärare i samhällskunskap)<br />

Mats Rendahl (Lärare i historia och svenska)<br />

Vi vill visa ett exempel på hur vi i Bromma kan<br />

jobba med ämnensövergripande projekt. På våren<br />

2017 hade vi e tt ämnesövergripande projekt<br />

i engelska, ekonomi och samhällskunskap<br />

om internationell ekonomi. D e tt a projekt brukar<br />

o ft a s t sträcka sig över<br />

4-5 veckor och lärs ut i engelska och samhällskunskap,<br />

där eleverna slutligen får skriva en<br />

uppsats på engelska där de sätter in teorier inationelekonomi<br />

ti l le tt n y tt sammanhang<br />

(till exempel den ekonomiska krisen i Europa<br />

2007 eller liknande). Materialen vi använde:<br />

Ekonomiska teorier – Liberialism, Marxism,<br />

Keyneanism, monetarism Filmer: Inside Job,<br />

Big Short<br />

Kahoot! Tecknad serie<br />

Men dagens lekon är mer en introdukon om<br />

pengar. Vad är pengar? Vad är fractional reserve<br />

banking?<br />

Ta några minuter i grupper om 4 och diskutera:<br />

Vad är pengar? Dela upp er i grupper<br />

1,2,3,4,5,6,7<br />

• Ta några minuter i grupper 4 och 4 och diskutera:<br />

Vad är pengar?<br />

• Upp med händerna!<br />

• Nu behöver du en enhet (t.ex. en telefon<br />

eller iPad eller dator, med internetanslutning).<br />

• Introducera med några frågorför a låta oss<br />

veta om er förförståelse om pengar<br />

• Kahoot! i grupper<br />

• Förklaring av orden<br />

• Utdela seriedning om pengar, och hur det<br />

är „skapat“<br />

• Förbered dig i dina grupper och agera: från<br />

3 euro, ska du skapa 6 euro. Du måste ha<br />

två bankirer och två låntagare.<br />

• Du har 10 minuter!<br />

• Vilka är frivilliga som kan visar resten av hur<br />

ni tänkte?<br />

70<br />

Partner schools’ teacher team<br />

at LTTA, Dover, April 2018


The Art in the XX th Century. English language<br />

and ICT interdisciplinary<br />

Workshop presented at LTTA , Spain in December<br />

2016 by Charo López - English language teacher<br />

from Florida Secundaria, Catarroja, Spain<br />

In the next weeks, you‘re going to investigate about the art in the XX th Century. The avantgarde<br />

movements represented a break up with the previous vision of the art, and you‘re going<br />

to take a walk around them. Follow the instructions and enjoy the visit!!<br />

TASK: investigate about the principal artists of the avant-garde movements of the XXth Century<br />

and make your personal interpretation of one of their works.<br />

Work in groups of 3 people.<br />

The Art in the XX th Century<br />

To see the video from the<br />

workshop presented by<br />

Charo López, you have to<br />

use your HP Reveal APP<br />

in your phone and follow<br />

the channel –<br />

NatashaDzhurkova<br />

Follow the instructions in the „Thinglink“ image below<br />

https://www.thinglink.com/scene/376309786444038144<br />

71


Session 1 (investigation in groups): select your artist from the list and divide your tasks:<br />

Student 1 will write about the biography (date and place of birth and death, relevant<br />

details...).<br />

Student 2 will identify the principal features of the movement.<br />

Student 3 will select the 3 representative works and create the reinterpretation of one of<br />

them.<br />

Session 2 (individual investigation): each student completes their task (biography, movement<br />

features and works selection + reinterpretation)<br />

Session 3 (writing): all the students write their descriptions of the work following the model.<br />

Session 4-5 (work in groups): all the group collaborates to create the thinglink image.<br />

https://www.thinglink.com/scene/507440248389632002<br />

72


Why live in a danger zone?<br />

Workshop presented in the project eTwinning space<br />

by Patricia Kokkinou Geography teacher<br />

from American Academy Larnaca, Cyprus<br />

07/01/2017 Cyprus: ThingLink activity for Year 3 students (Key Stage 3, Year 9)<br />

I have used ThingLink in the past to teach but I have never asked my students to complete an<br />

activity by using this tool. After the meeting in Spain and the presentation by the English teacher on<br />

the use of ThingLink in her lesson, I have prepared a simple ThingLink activity for my students on<br />

the reasons for people to live in areas of volcanic activity. The following presentation will be used to<br />

explain this new tool next week. Examples of student‘s work will be added later.<br />

Patricia Kokkinou<br />

Lesson plan<br />

Your goal for this lesson is to understand the reasons why people continue to live in areas of<br />

volcanic and earthquake activity.<br />

People chose to live in areas of volcanic and earthquake activity because they felt that the<br />

advantages outweighed the disadvantages.<br />

2 main types of reasons to live in an area: - Social reasons (people)<br />

- Economic reasons (money) Social reasons:<br />

These are the main social reasons:<br />

1- Poverty: Poor people, particularly in LICs, can’t afford to leave. 2- People don’t want to leave<br />

family and friends.<br />

3- People feel safe due to earthquake proof buildings.<br />

4- Prediction:<br />

– Most volcanic eruptions are preceded by clear warning of activity from the volcanoes,<br />

– Economic reasons<br />

4 main economic reasons explain why people continue to live in areas affected by volcanoes:<br />

1-Fertile soils<br />

2- Geothermal energy<br />

3- Valuable materials<br />

4- Tourism<br />

From le ft t o r ight: Dr Nektarios Rodosthenous - Cyprus;<br />

Patricia Kokkinou- Cyprus ; Francisco Ferreira - Portugal<br />

Patricia Kokkinou<br />

73


Living With Volcanoes: ThinkLink Activity<br />

Explain why people continue to live in areas affected by volcanoes Create an interactive<br />

image…<br />

You are going to use thinglink, a free web tool, to explain why people continue to live in areas<br />

affected by volcanoes.<br />

https://www.thinglink.com/<br />

Sign up for the free version. You may use your Facebook account for that.<br />

Click on create.<br />

This page will ask you to upload an image.<br />

Create your own image to show the 4 main reasons (don’t include fossil fuels). Next slide<br />

shows you the image I created.<br />

Add a title. Click where you want to add a tag which is going to be text.<br />

Save-bottom right. The following slide shows you how your image will appear once you have<br />

saved it.<br />

Go over the image your first tag is. A circle appears. Put the arrow in the circle. The<br />

annotations appears.<br />

74


Final steps:<br />

At least one of the tags must be a video.<br />

Find one video which shows one of the reasons e.g. sulphur mining in Indonesia . Copy the<br />

link.<br />

Go back to your image on thinglink. Click on edit on the right. Click to add a tag on the image.<br />

Paste you link. Your video must appear on your image. Delete the text from the video and add<br />

your own text. E.g. Valuable materials. For instance, sulphur is mined around volcano vents<br />

Click on the circle. The new text appears below the video.<br />

Once you have completed this activity, copy the link on top of your page and send the link to<br />

your teachers/students.<br />

75


76<br />

Why live in a danger zone?<br />

BULGARIAN TRANSLATION<br />

Workshop presented in the project eTwinning space<br />

by Patricia Kokkinou Geography teacher<br />

from American Academy Larnaca, Cyprus<br />

Вашата цел за този урок е да разберете причините<br />

защо хората продължават да живеят в<br />

области с вулканични или земетръсни активности.<br />

Хората избират да живеят в тези райони с вулканични<br />

или земетръсни активности, защото<br />

смятат, че преимуществата са повече от недостатъците.<br />

2 основни причини да се живее в тези райони:<br />

-Социални причини (хората)<br />

-Икономически причини (пари) Социални причини:<br />

Това са основните социални причини:<br />

1. Бедност: Бедни хора, особено в развиващите<br />

се страни, не могат да си позволят да си<br />

тръгнат<br />

2. Хората не желаят да напускат семейството и<br />

приятелите си<br />

3. Хората се чувстват в безопасност заради<br />

издръжливите на земетресения сгради 4.<br />

Предвиждане: Повечето вулканични изригвания<br />

са предшествани от предупреждения за<br />

активност от вулканите<br />

Икономически причини:<br />

4. Главни икономически причини защо хората<br />

продължават да живеят в райони засегнати от<br />

вулкани<br />

1. Плодородни почви 2. Геотермална енергия<br />

3. Ценни материали<br />

4. Туризъм<br />

Живот с вулкани: ThinkLink Activity Създайте<br />

интерактивно изображение…<br />

Трябва да ползвате thinklink, безплатен уеб<br />

инструмент, за да обясните защо хората продължават<br />

да живеят в райони засегнати от вулкани.<br />

https://www.thinglink.com/<br />

Регистрирайте се за безплатната версия.<br />

Защо живеем в опасна зона?<br />

Можете да използвате Facebook акаунта си за<br />

това.<br />

Тази страница ще поиска да качите изображение.<br />

Създайте свое изображение за да покажете<br />

4-те главни причини (не включвайте изкопаемите<br />

горива). Видяхте изображението, което<br />

аз създадох.<br />

Добавете заглавие. Кликнете, там където искате<br />

да поставите маркировка, която ще бъде<br />

текст.<br />

Запазете долу вдясно и ще видите , как вашето<br />

изображение ще изглежда след като сте го<br />

запаметили.<br />

Отидете върху изображението, къдета е вашата<br />

първа маркировка. Появява се кръг.<br />

Поставете стрелката в кръга. Появява се анотация.<br />

Финални стъпки:<br />

Поне един от маркерите трябва да е видеоклип.<br />

Намерете един видеоклип, който показва<br />

една от причините- например сяра в<br />

Индонезия.<br />

Копирайте линка.<br />

Върнете се към изображението си на<br />

thniklink. Кликнете, за да добавите маркер<br />

на изображението.<br />

Поставете линка си. Вашият видеоклип<br />

трябва да се появи на изображението ви.<br />

Изтрийте текста от видеоклипа и добавете<br />

свой текст. Например: Ценни материали.<br />

Кликнете върху кръгчето. Новият текст се появява<br />

под видеоклипа.<br />

След като приключите с тази дейност, копирайте<br />

линка отгоре на вашето изображение<br />

и го пратете на вашия учител.


Why live in a danger zone?<br />

SWEDISH TRANSLATION<br />

Varför bo i en farozon?<br />

Why live in a danger zone<br />

Di mål för den här lekonen är a förstå orsakerna<br />

ll a människor fortsäer a leva i områden<br />

med vulkan- och jordbävningsakvitet.<br />

Människor valde a bo i områden med vulkanoch<br />

jordbävningsakvitet eersom de tyckte a<br />

fördelarna övervägde nackdelarna. 2 huvudsakliga<br />

skäl a bo i e område: - Sociala skäl (personer)<br />

- Ekonomiska skäl (pengar)<br />

Sociala skäl:<br />

Det här är de vikgaste sociala orsakerna:<br />

1 - Fagdom: Dåliga människor, särskilt i LIC, har<br />

inte råd a lämna. 2- Folk vill inte lämna familj<br />

och vänner.<br />

3 - Folk känner sig säkra på grund av jordbävningsbekämpade<br />

byggnader.<br />

4 - Predicon: De flesta vulkanutbro föregås<br />

av tydlig varning av akvitet från vulkanerna,<br />

Ekonomiska skäl<br />

4 huvudsakliga ekonomiska skäl förklarar varför<br />

människor fortsäer a bo i områden som påverkas<br />

av vulkaner:<br />

1 -ferla jordar<br />

2 - Geotermisk energi 3- Värderbara material 4-<br />

Turism<br />

Bor med vulkaner: ThinkLink Akvitet<br />

Förklara varför människor fortsäer a bo i områden<br />

som påverkas av vulkaner Skapa en interakv<br />

bild ...<br />

Du kommer a använda saklänk, e gras webbverktyg,<br />

för a förklara varför människor fortsätter<br />

a leva i områden som påverkas av vulkaner.<br />

https://www.thinglink.com/<br />

Registrera dig för den fria versionen. Du kan använda<br />

di Facebook-konto för det.<br />

Klicka på skapa.<br />

Den här sidan kommer a be dig a ladda upp en<br />

bild.<br />

Skapa din egen bild för a visa de 4 huvudorsakerna<br />

(inte fossila bränslen). Nästa bild visar bilden<br />

jag skapade.<br />

Lägg ll en tel. Klicka där du vill lägga ll en tagg<br />

som kommer a bli text. Spara ll höger. Följande<br />

bild visar hur bilden ska visas när du har sparat<br />

den.<br />

Gå över bilden som din första tagg är. En cirkel<br />

visas. Sä pilen i cirkeln. Anteckningarna visas.<br />

Slutsteg:<br />

Minst en av taggarna måste vara en video.<br />

Hia en video som visar en av anledningarna ll<br />

exempel svavelutvinning i Indonesien. Kopiera<br />

länken.<br />

Gå llbaka ll din bild på saklänk. Klicka på redigera<br />

ll höger. Klicka för a lägga ll en tagg på<br />

bilden.<br />

Klistra in länken. Din video måste visas på din bild.<br />

Ta bort texten från videon och lägg ll din egen<br />

text. T.ex. Värderbara material. Till exempel bryts<br />

svavel kring vulkanvenler. Klicka på cirkeln. Den<br />

nya texten visas under videon.<br />

När du har sluört denna akvitet, kopiera länken<br />

ovanpå din sida och skicka länken ll dina lärare<br />

/ elever.<br />

Why live in a danger zone?<br />

SPANISH TRANSLATION<br />

¿Por qué vivir en una zona peligrosa?<br />

El objevo de esta clase es entender las razones<br />

por las que la gente connúa viviendo en zonas<br />

volcánicas y con seísmos.<br />

La gente elegía vivir en zonas volcánicas y con<br />

seísmos porque consideraban que las ventajas<br />

superaban el número de desventajas.<br />

77


Dos principales razones para vivir en un área: - razones<br />

sociables (gente) - razones económicas (dinero)<br />

Razones sociales:<br />

Estas son las principales razones sociales:<br />

1- Pobreza: gente pobre, parcularmente en LICs,<br />

no pueden permirse parr. 2- La gente no quiere<br />

abandonar su familia y amigos.<br />

3- La gente se siente segura con edificios a prueba<br />

de seísmos.<br />

4- Predicción: muchas de las erupciones volcánicas<br />

son precedidas por claros avisos de acvidad<br />

de los volcanes.<br />

Razones económicas<br />

Cuatro principales razones explican porque la<br />

gente connúa viviendo en áreas afectadas por<br />

los volcanes:<br />

1- Suelo férl<br />

2- Energía geotérmica<br />

3-Materiales válidos<br />

4- Turismo<br />

Vivir con volcanes: acvidad ThingLink<br />

Explica por qué la gente connúa viviendo en<br />

áreas afectadas por volcanes.<br />

Crea una imagen interacva...vas a usar ThingLink,<br />

una web gras para explicar porque la gente con-<br />

núa viviendo en áreas afectadas por volcanes.<br />

hps://www.thinglink.com/<br />

Regístrate en la versión gratuita. Puede usar tu<br />

cuenta de Facebook. Haz click en “Crear”. Esta página<br />

te pedirá que subas una imagen.<br />

Crea tu propia imagen para mostrar las 4 princi-<br />

pales razones (no incluyas fluidos fósiles). La siguiente<br />

diaposiva te enseña la imagen que has<br />

creado.<br />

Añade tulo. Clica en el lugar dónde quieras añadir<br />

texto.<br />

Botón de guardar derecho. La siguiente disposiva<br />

muestra cómo aparecerá tu imagen una vez la<br />

hayas guardado<br />

Ve a la imagen con la primera equeta. Aparecerá<br />

un círculo. Sitúa el pulsador en el círculo. Las anotaciones<br />

aparecen.<br />

Pasos finales:<br />

Al menos una de las equetas ene que ser un<br />

vídeo.<br />

Encuentra un vídeo que enseñe una de las razones,<br />

por ejemplo, la importancia del sulfuro en<br />

Indonesia.<br />

Copia el enlace.<br />

Regresa tu imagen en ThingLink, clica en “editar”<br />

a la derecha. Selecciona “Añadir una equeta a<br />

la imagen”.<br />

Pega el enlace. Tu vídeo debería aparecer en tu<br />

imagen. Borra el texto del vídeo y añade El sulfuro:<br />

las minas de sulfuro se encuentran alrededor<br />

de los volcanes<br />

Haz click en el círculo.<br />

El nuevo texto aparecerá debajo del video<br />

Una vez hayas terminado esta acvidad, copia el<br />

link de arriba de tu página y envía el link a tus<br />

profesores/ alumnos.<br />

Why live in a danger zone?<br />

PORTUGUESE TRANSLATION<br />

Porquê viver numa zona de perigo?<br />

O objevo desta aula é compreender as razões<br />

peas quais as pessoas connuam a viver em áreas<br />

com avidade vulcâncica e com propensão para<br />

tremores de terra.<br />

As pessoas escolhem viver em áreas com avidade<br />

vulcâncica e com propensão para tremores<br />

de terra porque consideram que as vantagens são<br />

mais do que as desvantagens. Há dois pos de razões<br />

principais:<br />

- razões sociais (pessoas)<br />

- razões económicas (dinheiro) Principais razões<br />

de caráter social:<br />

1- Pobreza: as pessoas pobres, não têm os meios<br />

necessários para ir embora. 2- As pessoas não<br />

querem deixar família e amigos;.<br />

3- As pessoas sentem-se seguras pelos edíficios à<br />

prova de tremores de terra.<br />

4- Previsão: a maioria das erupções vulcânicas<br />

são precedidas por alertas óbvios de avidade<br />

vulcânica.<br />

Principais razões de caráter económico:<br />

Existem 4 razões prinicipais que explicam o por-<br />

78


quê de as populações connuarem a viver em<br />

áreas afetadas pelos vulcões:<br />

1- Solos férteis;<br />

2- Energia geotermal 3- Materiais valiosos 4 -<br />

Turismo<br />

Viver com os vulcões: Avidade ThinkLink<br />

Explique porque razão as populações connuam<br />

a viver em áreas afetadas pelos vulcões Crie uma<br />

imagem interava ...<br />

Vai usar ThinkLink, uma ferramente grás da internet,<br />

para explicar porque razão as populações<br />

connuam a viver em áreas afetadas pelos vulcões:<br />

hps://www.thinglink.com/<br />

Registe-se. Pode usar a sua conta do Facebook.<br />

Premir create.<br />

Esta página irá pedir-lhe para descarregar uma<br />

imagem.<br />

Crie a sua próópria imagem para ilustrar as 4 razões<br />

prinicipais (não inclua combusveis fósseis).<br />

O slide seguinte mostra-lhe a imagem que criei.<br />

Acrescente um tulo. Prima no local onde quiser<br />

adicionar texto.<br />

Tecla para guardar à direita. Este slide mostra<br />

como a sua imagem vai aparecer depois de ter<br />

sido guardada.<br />

Posicione-se sobre a imagem onde esver o primeiro<br />

texto. Aparece um círculo. Coloque a seta<br />

no círculo. Aparecem as anotações.<br />

Úlmos passos:<br />

Pelo menos um dos marcadores deve ser um vídeo.<br />

Encontre um vídeo que ilustre uma das razões,<br />

eg, trabalho nas minas de enxofre na Indonésia.<br />

Copie o link.<br />

Regresse à sua imagem no thinglink. Clique no<br />

editar à direita. Clique para adicionar um marcador<br />

na imagem.<br />

Cole o seu link. O seu video deve aparecer na<br />

imagem. Apague o texto do vídeo e o seu próprio<br />

texto, e.g. materiais valiosos. Outro exemplo, o<br />

sulfúrio é extraído em redor das crateras vulcânicas.<br />

Clique no círculo. O texto novo aparece por baixo<br />

do video.<br />

Quando completar esta avidade, copie o link<br />

que está no topo da página e envie-o aos seus<br />

professores/alunos<br />

Why live in a danger zone?<br />

GREEK TRANSLATION<br />

Γιατί να ζει κάποιος σε επικίνδυνες ζώνες<br />

Ο στόχος σας για αυτό το μάθημα είναι να καταλάβετε<br />

τους λόγους για τους οποίους οι άνθρωποι<br />

συνεχίζουν να ζουν σε περιοχές με ηφαιστειακή<br />

και σεισμική δραστηριότητα. Οι άνθρωποι<br />

επιλέγουν να ζουν σε περιοχές με ηφαιστειακή<br />

και σεισμική δραστηριότητα επειδή αισθάνονται<br />

ότι τα πλεονεκτήματα υπερτερούν των μειονεκτημάτων.<br />

Υπάρχουν 2 κύρια είδη λόγων για να ζουν σε τέτοιες<br />

περιοχές: - Κοινωνικοί λόγοι (άνθρωποι)<br />

- Οικονομικοί λόγοι (χρήματα) Κοινωνικοί λόγοι:<br />

Αυτοί είναι οι κύριοι κοινωνικοί λόγοι:<br />

1- Φτώχεια: Οι φτωχοί άνθρωποι, ιδιαίτερα στα<br />

LICs, δεν έχουν την δυνατότητα να ζήσουν. 2- Οι<br />

άνθρωποι δεν θέλουν να αφήσουν τους φίλους<br />

και τις οικογένειες τους.<br />

3- Οι άνθρωποι αισθάνονται ασφάλεια λόγω των<br />

αντισεισμικών κτηρίων. σας.<br />

4- Προβλέψεις: Οι περισσότερες ηφαιστειακές<br />

εκρήξεις ακολουθούν ύστερα από ξεκάθαρη<br />

προειδοποίηση ενεργής δραστηριότητας από τα<br />

ηφαίστεια.<br />

Οικονομικοί λόγοι:<br />

4 κύριοι οικονομικοί λόγοι που εξηγούν γιατί οι<br />

άνθρωποι εξακολουθούν να ζουν σε περιοχές<br />

που επηρεάζονται από ηφαίστεια:<br />

1- Γόνιμα εδάφη<br />

2- Γεωθερμική ενέργεια 3- Πολύτιμα υλικά<br />

4- Τουρισμός<br />

Ζώντας Με Ηφαίστεια: ThinkLink Activity<br />

Εξηγήστε γιατί οι άνθρωποι εξακολουθούν να<br />

ζουν σε περιοχές που επηρεάζονται από ηφαίστεια.<br />

Δημιουργήστε μια διαδραστική εικόνα…<br />

Θα χρησιμοποιήσετε το thinglink, ένα δωρεάν<br />

79


διαδικτυακό εργαλείο, για να εξηγήσετε γιατί<br />

οι άνθρωποι συνεχίζουν να ζουν σε περιοχές<br />

που επηρεάζονται από ηφαίστεια. https://www.<br />

thinglink.com/<br />

Εγγραφείτε για την πλήρη έκδοση. Μπορείτε<br />

να χρησιμοποιήσετε τον λογαριασμό σας στο<br />

Facebook για αυτό.<br />

Κάντε κλικ στο create.<br />

Αυτή η σελίδα θα σας ζητήσει να αναρτήσετε μια<br />

εικόνα.<br />

Δημιουργήστε μια δική σας εικόνα για να δείξετε<br />

τους 4 κύριους λόγους (μην συμπεριλάβετε τα<br />

ορυκτά καύσιμα). Η επόμενη διφάνεια σας δείχνει<br />

την εικόνα που δημιούργησα εγώ.<br />

Προσθέστε έναν τίτλο. Κάντε κλικ εκεί που θέλετε<br />

να προσθέσετε μια ετικέτα όπου θα μπει το<br />

κείμενο.<br />

Αποθηκεύστε κάτω δεξιά. Η επόμενη διαφάνεια<br />

σας δείχνει πώς θα εμφανιστεί η εικόνα σας μόλις<br />

την αποθηκεύσετε.<br />

Πηγαίνετε στο σημείο της εικόνας όπου βρίσκεται<br />

η πρώτη σας ετικέτα. Θα εμφανιστεί ένας κύκλος.<br />

Τοποθετήστε το βελάκι στον κύκλο. Το σχόλιο<br />

εμφανίζεται.<br />

Τελικά βήματα:<br />

Τουλάχιστον μια από τις ετικέτες πρέπει να είναι<br />

βίντεο.<br />

Βρείτε ένα βίντεο που να δείχνει έναν από τους<br />

λόγους π.χ. εξόρυξη θείου στην Ινδονησία.<br />

Αντιγράψτε τον σύνδεσμο.<br />

Πηγαίνετε πίσω στην εικόνα σας στο thinglink.<br />

Κάντε κλικ στο edit στα δεξιά.Κάντε κλικ για να<br />

προσθέσετε μια ετικέτα στην εικόνα.<br />

Επικολλήστε τον σύνδεσμο. Το βίντεο σας θα πρέπει<br />

να εμφανίζεται στην εικόνα σας. Διαγράψτε<br />

το κείμενο από το βίντεο και προσθέστε ένα δικό<br />

σας κείμενο π.χ. πολύτιμα υλικά. Για παράδειγμα,<br />

το θείο εξορύσσεται γύρω από ηφαιστειακές<br />

οπές.<br />

Κάντε κλικ στον κύκλο. Το νέο κείμενο εμφανίζεται<br />

κάτω από το βίντεο.<br />

Μόλις ολοκληρώσετε την δραστηριότητα, αντιγράψτε<br />

τον σύνδεσμο στο πάνω μέρος της σελίδας<br />

και στείλτε τον σύνδεσμο στους καθηγητές/<br />

συμμαθητές<br />

The team of partners coordinators at the last Transnational meeting in Stockholm, June 2018.<br />

80


Sampling and sound design software<br />

‘Soundplant’ Introduction to the theory,<br />

practice and creative teaching<br />

approaches of a sampling software<br />

Dr Nektarios Rodosthenous (American Academy Larnaca)<br />

Presentation/ workshop outline through<br />

eTwinning<br />

Explaining sampling and different ways<br />

of collecting sound material. How do we<br />

reproduce/ perform/ sample today? – Definitions<br />

On Sampling:<br />

Introduction to the theory and use of different<br />

sampling equipment Examples<br />

On Soundplant:<br />

Developmental background of the software<br />

Practical applications<br />

Links and examples from YouTube<br />

Q & A: Student-based applications and ideas<br />

based on the educational use of Soundplant.<br />

UNIT I - ON SAMPLING<br />

Digital and analogue samplers (hardware/<br />

υλισμικό):<br />

• Terminology: The process of sampling is<br />

one of the most important principles of<br />

contemporary electronic music, which<br />

forms the basis of this genre and of music<br />

production in general. According to its<br />

name, sampling deals with mapping to and<br />

triggering certain sound samples from a<br />

music equipment.<br />

• Who is using it: Sampling is the main<br />

function/ creative process used by DJ and<br />

VJ (video jockey), theatre, radio and TV<br />

technicians/ operators.<br />

• What material are we using: Sampling<br />

does not necessarily mean pre-existing<br />

recordings. It could be a collections of our<br />

own recordings from our smartphone, tablet,<br />

a high quality recorder or from a professional<br />

recording studio. If we download any<br />

samples, they have to fall under the ‘fair use’<br />

category! Samplers (hardware)<br />

- electribe by Korg - MPX16 by Akai<br />

- LaunchControl by Novation<br />

- LaunchPad by Novation<br />

- Machine Studio by Native Instruments -<br />

Analog Rytm by elektron<br />

- OP1 by Teenage Engineering<br />

- Push by Ableton<br />

- Digital Warrior by Tomash Ghz Keezy by<br />

Elepath (application by iOS)<br />

Keezy (free)<br />

Recording voice or instruments Sampling (8<br />

sounds)<br />

Dr Nektarios Rodosthenous (American Academy Larnaca)<br />

81


• Other applications: detailed presentation of<br />

the following in Cyprus<br />

• http://www.patatap.com/ (Introduction to<br />

online basic sampling practices with A/V<br />

background).<br />

• http://samplestitch.com/ (Online sampling<br />

application: listener could remix three preexisting<br />

songs with the virtual keyboard as<br />

the sampler).<br />

• https://www.mixthecity.com (Online<br />

sampling from different countries by<br />

Kutiman)<br />

• YouTube – sampling artist Akufen<br />

• Deck the House (2002) - https://www.<br />

youtube.com/watch?v=w7nNF0FJ3-I A music<br />

example of sampling<br />

- Album My way by Akufen - Released in<br />

2002<br />

- Made of 2000 radio samples<br />

- Pic album cover. What are the extensions?<br />

What to know – legal issues on copyrights and<br />

mechanical rights when it comes to sampling<br />

• Tips and advice on how to clear the<br />

copyrights: http://diymusician.cdbaby.com/<br />

musician-tips/clear-samples-to-copyrightedmusic<br />

• In which cases we need permission to use<br />

sound samples recorded and produced by<br />

others (Law Encyclopedia Nolo) –<br />

http://www.nolo.com/legal-encyclopedia/<br />

permission-sampled-music-sample<br />

-clearance-30165.html<br />

• Research on the IP law (intellectual property)<br />

before uploading on the internet • your<br />

composition made of pre-recorded sound<br />

samples.<br />

• Try to get hold of John Oswald’s<br />

Plunderphonics, or Audio Piracy as<br />

• Compositional Prerogative, (Toronto, 1985):<br />

http://www.plunderphonics.com/xhtml/<br />

xplunder.html<br />

On copyrights – John Oswald VS Michael Jackson<br />

lawsuit<br />

Unit ΙΙ – <strong>Teaching</strong> with sampling and sound<br />

design software Soundplant Theoretical<br />

background<br />

• The 18-year old Soundplant was created by<br />

Marcel Blum. It is used by various professionals<br />

82<br />

worldwide, in theaters and TV shows and in<br />

channels like the NFL, on BBC‘s Top Gear. It was<br />

also used by Disney professionals as well as<br />

Hollywood movies.<br />

• It uses the QWERTY keyboard of the PC as<br />

buttons for activating and<br />

reproducing samples. This ‚sound mapping‘ /<br />

sound mapping on the keyboard allows us to<br />

experiment with the concept of multi-channel<br />

sampling.<br />

• Easily import / import audio formats (.mp3,<br />

.wav and .aiff.) With drag-and-drop (using the<br />

mouse on the PC).<br />

• It works with low latency which allows us<br />

to have no delay between the moment we<br />

activate the sound and the moment the<br />

sound is heard.<br />

• Ability to process sound samples (create<br />

smaller waves on the waveform), and allow<br />

looping.<br />

• It works on various Operating Systems (OS),<br />

such as Windows and Mac.<br />

It works as standalone software, thus does not<br />

need to be combined with any other software<br />

via MIDI or USB.<br />

• The software is available for free for<br />

educational / non-commercial use on the<br />

Internet, or for $ 50 for commercial use.<br />

Installing Soundplant<br />

- Open the folder with the downloaded<br />

Soundplant. Run the icon you see on the -<br />

left picture Soundplant43_setup.exe to start<br />

installing the software<br />

- When the first window with the installation<br />

wizard appears, click Next. - In the next<br />

window regarding the licence agreement, we<br />

typically chose the<br />

- option: I accept the agreement and click<br />

Next.<br />

- In the next window we select if we want an<br />

icon of the software of the software - to be<br />

created on the Start Menu and then we click<br />

Next.<br />

- In the next window we must select the box<br />

Associate .keymap files with - Soundplant 42<br />

and then we click Next.<br />

- In the final window we click Install and we


wait for the installation to finish.<br />

- This shouldn’t take long as it is a small<br />

software.<br />

Soundplant: working environment<br />

• The above is the Soundplant home page.<br />

Here we can drag and drop the sounds we<br />

want to use as samples (drag and drop) on<br />

any key from the PC keyboard.<br />

Escape keys (top left) are excluded as well as<br />

backspace. In this case, I have chosen the ‚E‘ key<br />

to enter my sound sample. If I click on the button<br />

then I have the ability to choose what<br />

colour I want to assign to that key, but also to see<br />

all the information about it (duration, sound<br />

quality, format, location on the PC).<br />

• The Escape and Backspace keys are used to<br />

mute all sounds. Soundplant: key-modes<br />

• The mode of operation of each key<br />

(keymode) is very important to the playback<br />

of the sounds and the project in general.<br />

When all the samples inserted, the users can<br />

choose how they want to reproduce each<br />

sample when they click on those particular<br />

keys they have chosen. It is important<br />

to understand that each key may have a<br />

different keymode – two modes in general.<br />

The keymodes are explained below, starting<br />

with the modes on the left:<br />

• Sustain = maintenance<br />

• Restart<br />

• Kill = sudden stop<br />

• Mute (when mute is back then the sound<br />

continues as if it was playing incessantly<br />

throughout the mute mode)<br />

• Pause<br />

• Fade = Turn-off gradually Soundplant: more<br />

tools<br />

• In addition, users have the choice to<br />

edit different properties of the samples<br />

separately. Just select / press on a key that<br />

a sound is allocated to, and then process<br />

in according to the following properties.<br />

Volume fader has to do with the amplitude<br />

of each sample, pitch has to do with the<br />

frequency of each sample, and the reverb<br />

has to do with the space that we want to<br />

create in a recording. There are two choices<br />

when it comes to applying these effects/<br />

parameters: the real-time mode (while the<br />

sound is being performed), and the random<br />

mode (randomly). Chose the real-time mode,<br />

when it comes to mixing, but for the sake of<br />

experimentation, it is good to also try the<br />

random mode, in order to understand how it<br />

works, and how it is different to the previous<br />

mode.<br />

Soundplant: music production tools<br />

• To conclude with the sound effects/<br />

parameters, the users can edit and apply these<br />

panning changes of each sample separately.<br />

Just click on the key/ sample that you would like<br />

to edit and then move the fader accordingly.<br />

Panning is a parameter which deals with<br />

positioning each sound to the left or to the right<br />

of our stereophonic image. If you would like to<br />

send the sample slightly to the left, then position<br />

the fader slightly to the left. If we would like to<br />

send the sound to the right side of the mix, then<br />

move the panning fader to the right. Pay<br />

attention to the panning balance that you aim to<br />

give with the panning tool, so that you have an<br />

equal and balanced stereophonic image (so that<br />

it is not right-heavy or left-heavy).<br />

• After the final mix of your project, where<br />

each and every key/ sound has been edited and<br />

mixed with all the above parameters, the users<br />

can select their preferable view mode, in the<br />

main Soundplant window. The ‘Detailed view<br />

mode’, shows all the parameters in the screen/<br />

working window, and this may be confusing in<br />

the performance of each project. Hence, the<br />

users can chose the ‘Simple view mode’, where<br />

they can only see the iconic keyboard/sampler<br />

with the available samples, for clarity in the<br />

performance.<br />

Soundplant: mixing tools<br />

• General volume fader (master volume)<br />

• Final reverberation for the whole mix.<br />

This is more advanced than the previous reverb<br />

because it has more options and parameters<br />

than each key separately.<br />

83


• Keys Escape and backspace STOP the<br />

reproduction of all the samples, and this is<br />

exactly the reason why we cannot allocate<br />

samples on this two keys.<br />

Soundplant: editing waveform<br />

• Edit/ select which part you want from each<br />

sample on each key separately. This can be<br />

done by setting a starting point and an ending<br />

point on the waveform.<br />

Soundplant: Sound design tools<br />

• Loop: repeat the selected motif<br />

• Top right side of the software we can see all<br />

the active sounds. You can stop any sound you<br />

do not wish to hear with the close option on<br />

each sound individually.<br />

• Filtering options for shaping the sound and<br />

Filter Resonance, which amplifies the effect of<br />

the filter’s cut-off frequencies.<br />

• (Low Frequency Oscillator could be used as a<br />

tremolo effect.<br />

Soundplant: save and export<br />

• Save keymap (this will not export recording)<br />

of the sampling mix that you have created.<br />

• Open keymap (this is not the recording of<br />

your mix)<br />

• Free version of Soundplant allows the users to<br />

export the recording of their work, only in the<br />

next 25 times that is used. The recordings will<br />

be in .wav format for Windows, and in .aiff<br />

format for Macintosh).After the first 25 uses,<br />

this free function does not work anymore<br />

and you have to buy the software if you want<br />

to export recordings of your mixes.<br />

Soundplant: Preferences<br />

• To open the preferences (settings) window,<br />

click on the next icon.<br />

84


Introduction to War Poetry<br />

Presented by Rioch O‘Gorman<br />

Deputy Director of English , Astor College for the Arts, Dover,<br />

England through eTwinning project page<br />

L/O: Use your imagination to create a soldier.<br />

Who is this man?<br />

What is his name? Where does he live?<br />

What is his favourite food? What is his<br />

favourite drink?<br />

What is his favourite sports team? What is<br />

his best friend called? Who is his favourite<br />

relative?<br />

What is his favourite subject at school? What<br />

is his special talent?<br />

What is the name of his girlfriend? What is<br />

his dream job?<br />

Where would he like to live in his old age?<br />

1) Corporal Task :<br />

Write three lines you would say to your<br />

parents about going off to fight for your<br />

country.<br />

2) Sergeant Task:<br />

Write down three private feelings about<br />

being sent into a war zone. How do you feel?<br />

3) Major Task:<br />

Think of three positive sights and sounds and<br />

85


three negative sights and sounds of being at war.<br />

Choose your task<br />

4) General Task:<br />

Using all of your sentences, write an imaginative<br />

diary entry about being at war. Remember that<br />

the main point of this is to think about how war<br />

would have affected the individuals.<br />

2018 marks 100 years since the First World War<br />

ended… … so let’s jump into the present day!<br />

Under your work, I’d like you to write a social<br />

media style message on what you’ve learnt<br />

today. You can start with: ‘’Today in English, I<br />

learnt…’’<br />

Rioch O‘Gorman- Deputy Director of English , Astor College for the Arts, Dover, England<br />

L/O: I can write slowly to create a tension-filled short story<br />

What do you think of this story?<br />

It was a dark night when I walked up to the<br />

castle. The moon was out and I could hear<br />

wolves howling. There was a cold wind<br />

blowing towards me from the north. The<br />

castle walls were so high they filled me with<br />

fear. I thought that if I went inside I would<br />

see something frightening<br />

86<br />

Vocabulary check!<br />

Trepidation- to approach a situation with<br />

caution. Eerie- spooky or strange.<br />

Cavernous- large and spacious.<br />

Story opening<br />

Sentence One: Describe the emotions you<br />

feel as you approach the castle. Sentence<br />

Two: Can only be five words.<br />

Sentence Three: Must describe the hallway<br />

of the castle with three adjectives.<br />

Sentence One: I was gripped with terror as<br />

I approached the old castle; it’s stone walls<br />

towering menacingly above me as if they<br />

were capable of crushing me, body and soul.<br />

Sentence Two: With trepidation I entered<br />

silently.<br />

Sentence Three: I peered nervously around a<br />

dark and dingy but clearly cavernous hallway,<br />

that stretched out to a feint light in the<br />

distance.<br />

Building tension<br />

Sentence Four: Must speak about a smell.<br />

Sentence Five: Must be seven words long.<br />

Sentence Six: Must use a simile.<br />

Sentence Four: A strange and<br />

overpoweringly acrid smell assaulted my<br />

senses, almost knocking me off my feet.<br />

Sentence Five: I was hypnotically compelled<br />

to venture further.


Sentence Six: Coming to the end of the<br />

hallway and racked with anxiety, I arrived at<br />

a door that was as big and wide as a tree;<br />

an ancient oak monument that threatened<br />

death.<br />

Vocabulary check!<br />

Peripheral vision- what you can just about<br />

see from the corners of your eyes. Gloom- a<br />

darkness that suggests sadness.<br />

Incandescent- A light that comes from a heat<br />

source.<br />

Introduce a plot twist<br />

Sentence Seven: Must include three<br />

adjectives.<br />

Sentence Eight: Must describe something<br />

you discover in the castle. Sentence Nine:<br />

Must begin ‘Then suddenly…<br />

Sentence Seven: Through the narrow gap<br />

in the giant doors, I noticed a seemingly<br />

incandescent light being emitted from the<br />

top of a wooden table.<br />

Sentence Eight: Entering the room, I<br />

approached the source of the light and saw<br />

that it was a floating vial of deep scarlet<br />

liquid, pulsating with the heat of a human<br />

body. Sentence Nine: Then suddenly, from<br />

my peripheral vision, I noticed a child; small<br />

and thin with a demonic look in it’s eyes and<br />

a thin dribble of fresh blood leaking from the<br />

corner of it’s mouth.<br />

words. Remember to mix up your sentence<br />

lengths.<br />

Safe at last!<br />

You’ve made it safely out of the castle,<br />

despite going very slowly!<br />

So that you remember your experience, can<br />

you please complete the following sentence<br />

to show me what you’ve learnt today.<br />

‘Today in English I learnt…’<br />

Slow writing - general<br />

Sentence One: Describe the emotions you<br />

feel in a location. Sentence Two: Can only be<br />

five words.<br />

Sentence Three: Must describe something<br />

specific where you are. Sentence Four: Must<br />

speak about a smell.<br />

Sentence Five: Must be seven words long.<br />

Sentence Six: Must use a simile.<br />

Sentence Seven: Must include three<br />

adjectives. Sentence Eight: Must describe<br />

something you find. Sentence Nine: Must<br />

begin ‘Then suddenly…’<br />

Finish your story<br />

Homework:<br />

1Finish your story in NO MORE THAN 50<br />

87


‚Entrepreneurs‘ workshop presented<br />

in Lisbon - April 2017 by Francisco Ferreira<br />

from Escola Secundaria Maria Amália Vaz<br />

de Carvalho, Lisbon, Portugal<br />

88


To see the video with the workshop presented by Francisco Ferreira from Escola<br />

Secunda ria Maria Amália Vaz de Carvalho, Lisbon, Portugal, you have to use your<br />

HP Reveal APP in your phone and follow the channel – NatashaDzhurkova<br />

Your task: See the video and discover the product!<br />

To see the video you have<br />

to use your HP Reveal APP in your phone and follow the channel –<br />

NatashaDzhurkova<br />

89


Brain without limits<br />

Workshop - Competition presented<br />

by Natasha Dzhurkova from SU Ekzarh Antim I, Kazanlak, Bulgaria<br />

at LTTA in Lisbon, April 2017<br />

The Universe is lightened by the Sun, and the Man- by knowledge.<br />

The strong will defeat one person, the knowledgeable- a thousand<br />

people.<br />

The competition “Brain without limits“ was created by Natasha<br />

Dzhurkova to provoke students and to show<br />

them, that they have reserve abilities for resolve problems and<br />

different tasks, to show them that their mind has no limits to<br />

develop. The competition is organized as a brainstorming activity<br />

and has no need for students to be prepared in advance. Some of<br />

the tasks are addressed to their reasonability, logical thinking,<br />

some tasks need to be resolved in short time, and to resolve<br />

other tasks they need to use their knowledge accumulated during<br />

the years. The competition is creative approach for teaching<br />

Natasha Dzhurkova from<br />

SU Ekzarh Antim I,<br />

Kazanlak, Bulgaria<br />

and learning all school subjects and demonstration how different school subjects can be<br />

integrated.<br />

To read the script for the competition Brain without limits held in Lisbon in LTTA, April 2017,<br />

please visit the link: https://en.calameo.com/read/000723709562c72b57c5e<br />

To see the video with the presentation with the tasks and answers from the competition Brain without limits from Lisbon<br />

you have to use your HP Reveal APP in your phone and follow the channel – NatashaDzhurkova<br />

90


To see the video with the competition Brain without limits from Lisbon you have to use your HP Reveal APP in your phone<br />

and follow the channel – NatashaDzhurkova<br />

After the LTTA in Lisbon, the competition Brain without limits was shared with the students from SU Ekzarh Antim I,<br />

Kazanlak, Bulgaria and with the students from Florida Secundaria Catarroja, Spain, who did not have chance to participate<br />

in the project motilities.<br />

91


Drama workhops<br />

Presented in LTTA at Lisbon, Portugal and in Athens, Greece<br />

by Michael Hornsey from Astor College for the Arts ,<br />

Dover, England<br />

During the LTTA teachers and students trained<br />

their creative attitude and creative thinking<br />

through problem solving games different<br />

creative tasks and drama activities.<br />

The Drama workshops presented by Michael<br />

Hornsey for teachers and students, were<br />

central vehicles of new skill development to<br />

improve professional performance, personal<br />

management.<br />

Michael Hornsey with students from Astor College<br />

for the Arts , Dover, England<br />

92


To see the video of the Drama workshops for students presented<br />

by Michael Hornsey in Lisbon you have to use your<br />

HP Reveal APP in your phone and follow the channel –<br />

NatashaDzhurkova<br />

To see the video of the Drama workshops for students presented<br />

by Michael Hornsey in Athens you have to use your<br />

HP Reveal APP in your phone and follow the channel –<br />

NatashaDzhurkova<br />

To see the video of the Drama workshops for teachers presented<br />

by Michael Hornsey in Larnaca you have to use your<br />

HP Reveal APP in your phone and follow the channel –<br />

NatashaDzhurkova<br />

To see the video of the Drama workshops for students presented<br />

by Michael Hornsey in Athens you have to use your<br />

HP Reveal APP in your phone and follow the channel –<br />

NatashaDzhurkova<br />

Drama activities at LTTA, Dover, April 2018<br />

The partners teams prepared performances and movies based on untold stories for soldiers from the WW1<br />

93


<strong>Creative</strong> workshop on Chemistry / Ethics<br />

Workshop presented at LTTA in Dover, England –<br />

April 2018 by Mrs Fodini Ioannou – Stavrou,<br />

Ms Polyana Papadopoulou, Dr Nektarios Rodosthenous<br />

from American Academy Larnaca, Cyprus<br />

1. Icebreaker activity Based on the<br />

following questions:<br />

• What country would you go to on<br />

holiday?<br />

• What job would you choose if you were<br />

beginning now?<br />

• What famous person would you like to<br />

have dinner with?<br />

2. Introduction to principles of Ethics<br />

• Types of decisions: moral, non-moral,<br />

amoral, and immoral decisions<br />

• How do we learn morality? How do we<br />

know what is right and wrong?<br />

• Match exercise on the definitions of<br />

various moral dilemmas – extended by<br />

examples<br />

• Overview of ethical theory (deontological<br />

and teleological) and definition oethics<br />

and connected dilemmas (how to live<br />

a good life, rights and reponsibilities,<br />

language of right and wrong, moral<br />

94<br />

decisions on what is good and bad)<br />

3. Overview of chemical weapons in past<br />

wars<br />

• WWI: Chlorine gas – key features and<br />

effects<br />

• WWI: Mustard gas – key features and<br />

effects<br />

• WWII: Holocaust and the gas chambers<br />

4. Case studies of ethical decisions :<br />

1/ You are living in Second World War<br />

Germany and you are hiding a Jewish family<br />

in your attic. A German officer knocks on<br />

your door and asks you if you are hiding any<br />

Jews. What do you say to him?<br />

2/ You are at Tesco supermarket and you see<br />

a mother with a young child steal a loaf of<br />

bread. They both look very thin. What do you<br />

do?<br />

3/ You see a young girl steal an old woman’s<br />

handbag. At that moment, a car swerves<br />

towards them both. You only have time to<br />

save one, who do you save and why?


4/ You are walking down a quiet street at<br />

night and you see a scientist who is world<br />

famous for his research into possible cures<br />

for terminal diseases. You notice that he Is<br />

arguing with another man and has pulled a<br />

knife out. He lunges at the man. Would you<br />

intervene to stop the murder from taking<br />

place, even if it meant you might kill or injure<br />

the scientist?<br />

5/ You are a doctor working in a hospital.<br />

One day a healthy young man walks into<br />

reception and says that several members<br />

of his family are in danger of dying because<br />

they need organ transplants. One needs a<br />

heart, one needs a lung, two need kidneys<br />

and one needs a liver. He wants you to give<br />

him painless but lethal injection, then take<br />

his organs and use them to save his relatives.<br />

If you don’t he says that he will go to a backstreet<br />

doctor who has agreed to ‘have a go’<br />

at the operation for a small price. Should you<br />

allow this youth to sacrifice his life in order<br />

to save his family?<br />

6/ An empty train is fast approaching a<br />

junction. You are standing by the points. If<br />

you do nothing, the train will go straight on<br />

and will run over a baby who has crawled<br />

onto the line. If you alter the points, the train<br />

will be diverted and will run over a drunken<br />

old tramp who is lying on the track Do you<br />

divert the train?<br />

7/ You are on a business trip visiting a foreign<br />

country and, as a part of your tour, your<br />

hosts show you round a local prison. You are<br />

shocked to find that the guards are about<br />

to execute six political prisoners. The prison<br />

governor explains that as today is a festival,<br />

you have the opportunity to save the lives<br />

of five of these prisoners: in a gesture of<br />

goodwill to his important guest he explains<br />

that if you shoot one of the prisoners, then<br />

the others will be spared. Do you kill one of<br />

the prisoners yourself?<br />

8/ Breaking Bad series as dilemma sample<br />

Walter White, the protagonist, is a former<br />

chemistry teacher who has been diagnosed<br />

with cancer. He decides to ensure his family’s<br />

future by producing drugs. What questions<br />

would you come up with to assess whether<br />

this is right or wrong? How do you decide?<br />

9/ Final debate based on the principle of<br />

execution by firing squad:<br />

• Categorise the execution procedure<br />

according to ethical dilemmas (see section 2).<br />

• What would you do?<br />

• How accountable are you for your actions?<br />

• Use the opinion line (totally wrong – unsure<br />

– totally right) to define your point of view.<br />

95


96<br />

To see entire presentation you have to use your HP Reveal<br />

APP in your phone and follow the channel –<br />

Natasha Dzhurkova


The team of partners coordinators in the last Transnational meeting in Stockholm, June 2018.<br />

From left to right: Vasiliki Dali, Margarida Godinho, Ana Martin Garcia, Radiana Stefanova, Ana Melo, Mats Rendahl,<br />

Eleni Sotiropoulou , Enric Ortega, Michael Hornsey, Nektarios Rodosthenous, Natasha Dzhurkova,<br />

Tobias Söderström, Eleonor Lauter<br />

97


The booklet was created by Natasha Dzhurkova<br />

from SU Ekzarh Antim I, Kazanlak, Bulgaria –<br />

coordinator of the project “CREATIVE TEACHING AND LEARNING”<br />

June 2018

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