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Bästa pedagogiska spelen på engelska

Bästa pedagogiska spelen på engelska
Related:  Games and quizzes

Proof It! - A Fun Proofreading Game at Portland Proof Begin Game! proof-it The speaker called out, "/Ladys/Ladies/, choose your partner for the next dance!"! Every quiz consists of ten sentences, which will appear one at a time on the screen. The mistake might be a misspelled word, an incorrect punctuation mark, an improperly used word, or a capitalization error. The mistake might also be a missing word, or a missing punctuation mark. If your selection is incorrect, the word will turn red, and a message will appear telling you that your selection is incorrect. If your selection is correct, the word will turn green. In the text box, type the correct word or punctuation mark, and then either click "Submit" or press "Enter" on your keyboard. If you are correct, the next sentence will be displayed. Skipping Questions If at any time you cannot figure out the error in a sentence, you may click the "Skip" button. Scoring Your score will be based on two factors: the number of mistakes you make, and the amount of time it takes to solve each problem.

Project Adopt A Country Adopt A Country is a year long project that is designed to challenge and to provide an opportunity for you to demonstrate your understanding of another country's economy, culture, geography, food, society, education, plants & wildlife, etc and how these areas relate and compare to that of the United States. This project is technology rich and is intended to increase your skills and abilities to research, analyze, and synthesize information and represent your understanding in various formats. There are many technology projects an d choices for you throughout the year. You will learn how to build and create (digital portfolio) for all of your work. This will showcase your essays, graphs, timelines, scanned maps, and slideshows. Project choices include Glogs, Presentations, Videos, Documents, Essays, and other Web 2.0 presentation tools. First, you will choose country!

Which Word Game - Pick the right word to fit the context I * to go to a private school, but I don't any more.!@#$@! "Used to" is the correct phrase. ! "Stationery" is writing paper. ! "Alot" is not a word. ! "Veins" are what blood flows through, while "vain" is an adjective meaning "conceited." ! In most instances, "effect" is a noun, and "affect" is a verb. ! A "reel" is a part of a fishing rod, while "real" means genuine. ! "Lend" and "borrow" are opposite sides of a transaction; the person who is borrowing receives, while the person who lends is the one who gives. ! "Won" is the past tense of "win," while "one" is a singular number. ! To "shoo" is to tell or motion something or someone to go away, while a "shoe" is a piece of footwear. ! "Lone" means only one, while a "loan" is something (usually money) that has been borrowed. ! Each game consists of ten sentences with a word missing (represented by a blank line in the sentence). This game is similar to Proof It! Click here for more games.

Teacher Tech | Alice Keeler Alphabet Soup Game - Build words from missing letters! Begin Game! alphabet-soup con__ve!@#$@! On the screen you will see a word with two missing letters. In the first round there will be two words which can be created. The amount of time allotted per round gradually increases as you progress through the game. In each round, the game will quickly enter "hint mode," in which letters begin disappearing from the display one at a time. Your score is based on a combination of speed and accuracy. Valid words are words which are found in the Enable2K word list. Click here for more word games. Detta gäller för sociala medier Regeringen föreslår en åldersgräns på sociala medier. Åldersgränsen kan komma att bli 16 år. Flera populära medier, som Facebook och Instagram kräver att användarna har fyllt 13 år. Det saknas dock en kontroll om den som registrerar ett konto verkligen har åldern inne. Instagram Åldersgränsen är 13 år. Förbud mot nakenbilder och bilder med sexuell underton. Hot, Trakasserier etc förbjudet. Läs mer. Facebook Tillåter endast ett personligt konto per användare. Förbjudet att skapa falska konton. Din privata sida får inte användas för kommersiell vinning. Innebär samtycke till att din personuppgifter förs över och behandlas i USA. Snapchat Åldersgräns på 13 år. För personer mellan 13 och 17 år krävs att målsman har läst igenom kontraktet samt tillstånd från målsman för att använda tjänsten. Föbjudet att trakassera andra användare. KiK Åldersgräns 13 år. Användare som är omyndiga ska enligt avtalet ha övervakning av föräldrar samt deras samtycke. Twitter Saknar information om åldersgräns. Periscope

Horse race dictation It is enjoyable because students are asked to predict the first word, in the same way people try to guess which horse will come first in a race, giving a strong motivation for the short but very intensive listening activity, in the form of a horse race commentary, which gives the solution. PreparationChoose a sentence and write words in random order on the left of the board, as in the example below. You also need to prepare a commentary, which should be challenging enough to make it interesting but not too difficult. In the example below there is only one major change in order, when, and other minor changes during the race. finallywaso’clockelevenhomewhenIitgot Example commentaryThey’re off! Example answer: When I finally got home it was eleven o’clock. Procedure By Simon Mumford

Vad ska en lärarstudent kunna om IT och lärande? - Forskarbloggen Mycket har sagts om lärarstudenters IT- kompetens och lärarutbildningarnas påstådda brister i att möta digitaliseringens konsekvenser i klassrummen. Eftersom de lärarstudenter som nu går utbildningen kommer ut i klassrum där digitala redskap är vardagsmat, ställs det ökande krav på att lärarutbildningen ligger i fas med hur verkligheten för en lärare ser ut. I alla Sveriges 290 kommuner finns det nu pågående 1:1 -projekt, där eleverna är försedda med egna surfplattor, chromebooks eller laptops och andelen elever som har egna smarta internetuppkopplade telefoner ligger närmare 100 %. Det är självfallet oerhört viktigt att lärarstudenterna är förberedda för detta. Jag och docent Johan Lundin på institutionen för tillämpad IT på Göteborgs Universitet skrev i höstas ett måldokument för att möta de nya behoven. Detta gäller nu för alla lärarprogrammen vid Göteborgs Universitet och ska vara genomfört senast 2020. Martin Tallvid

Finding the game-like challenge!* *With minimal preparation involved… Following a recent Friday workshop on teaching teenagers, in which, amongst other things, we discussed the difference between playing games for the sake of playing games and adding a game-like challenge into the activities we do in class, I have been thinking about different ways we can do this, without spending heaps of extra time on preparation. Here are some of the ideas I’ve come up with: 1. Board it and collaborate Instead of (or as well as/before) having learners complete a table in their books, individually, why not put them in teams, put the table on the board and get them to race to complete the table accurately: Linking words with teenagers Here is an example from a teenager class of mine, looking at linking words in a writing lesson. 2. The age-old game of bingo can be used to liven up writing activities, as Sandy explains here or speaking activities, as I describe here. Bingo with L9 3. 60 seconds…starting now! 4. Kinaesthetic to the max! 5.

BBC micro:bit på väg till lärare och elever – Omvärldsbloggen I mitten av juli förra året skrev jag om BBC micro:bit, en liten enkel dator som BBC och deras samarbetspartners tagit fram för att visa programmeringens möjligheter för barn och ungdomar, och för deras lärare. Det rör sig om ett mikrokontrollerkort utan eget operativsystem med LED-display, två programmerbara knappar samt kompass och accelerometer. Micro:bit kan programmeras att styra och samverka med en lång rad olika elektroniska komponenter via usb eller bluetooth. Det ursprungliga målet var att alla brittiska lärare som undervisar i årskurs sju (elva- och tolvåringar) skulle få varsin i september, och att det skulle bli dags för eleverna månaden därpå. Tyvärr visade det sig att det fanns problem med strömförsörjningen på den första modellen, men nu är detta löst och man har även genomfört en del förbättringar. I England har detta lett till att programmering och kreativ problemlösning har förts in i läroplanen, vilket börjar bli allt vanligare i Europas skolor.

Epic Fail or Win? Gamifying Learning in My Classroom Every week for 17 years, I've heard my students ask, "What do I need to do to get an A?" Historically, many have focused on their grade rather than on fundamental skills. My attempt to change this mindset started two years ago when I gamified learning in my classes. After researching gamification and its potential to help students master skills and processes, I used the 3DGameLab and then Gradecraft to develop and implement game-based learning. Steps to Gamify Learning 1. Using gamification software alleviates the time it takes to build quests, award points, and track progress. 2. Using a gamifying management system, I modified traditional assignments into quests -- short learning activities that take 10-25 minutes to complete. 3. Associate each quest with a certain number of points relative to its level of difficulty. 4. Build choice into the gaming structure. 3D Gamelab screenshot: A quest on digital footprints. Image Credit: Liz Kolb 5. 6. 7. 8. 9. 10. 11. Epic Win! Anonymity Feedback

Sidekicks på rIKTigt – Kring vår undervisning och elevernas lärande. The Starr Spangled Planner: Kaboom! Possibly The Best Center Game Ever! Do you use Kaboom! in your classroom? It has been my go-to center for the past few years, whether I'm teaching Firsties, or now third graders. When I was first introduced to this game by a dear, sweet teacher friend, I didn't believe it! Well, I was happily proved wrong! When I say that I find a way to use Kaboom! Number Identification & CountingCoins/MoneyTimeOne More/One Less and Ten More/Ten LessAddition/Subtraction (fact fluency, missing addends, combinations to ten…etc.)Greater Than/Less Than (with whole numbers and fractions)Identifying Fractions (including unit fractions & mixed fractions)Multiplication factsArea/PerimeterPlace ValueJumps on the Hundred ChartEstimation (estimating the sum of two 3-digit numbers)RoundingTranslating standard form into expanded form Defining Key Terms/VocabularyTrue/False StatementsGeographyTime Line- Which happened first? Trust me when I say that I have tried MANY different types of popsicle sticks, and your selection really does make a difference!

Spelling Bee What are the different ways to play the Visual Thesaurus Spelling Bee? There are two different ways to play. In the Tournament Spelling Bee, you'll be challenged by a series of words, with the spelling difficulty adapted to your skill level. The more words you get right, the higher your score will go, on a scale from 200 to 800. You can compete against other spellers, since we keep track of high scores (with streaks of correct answers serving as tiebreakers). You can also try a Community Spelling Bee generated from one of our subscribers' word lists. How does the Visual Thesaurus Spelling Bee work? Each turn, you'll hear the recording of the word and see its definition (with words suitably omitted that might give away the correct spelling). In the Tournament Spelling Bee, the more words you get right, the higher your score will go. If you play a Community Spelling Bee, the words from the selected word list are presented in random order. What happens if I misspell a word?

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