Professional Documents
Culture Documents
ICT RESOURCES
1. ABSTRACT
2. CONTEXTUALIZATION
3. ICT RESOURCES REVIEW
3.1 Edpuzzle
3.2 Testing
3.3 Scratch
3.4 Cmap Tools
3.5 Edmodo
4. OWN PRODUCTION ACTIVITIES
4.1 Educaplay (Crossword Puzzle)
4.2 Ted-Ed Lessons
4.3 Kahoot
4.4 Super Teacher Tools (Who wants to be a millionaire?)
4.5 Cerebriti (Interactive map)
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1. ABSTRACT
Information and Communication technologies (ICT) is a global phenomenon, the role
of ICT in education has become a major player in the delivery of teaching and learning
and has transformed the education system as we once knew it. In today’s educational
landscape there’s an abundance of digital and networked technologies in place. From the
widespread use of interactive whiteboards and virtual learning environments, to
educational computer games and an increasing reliance on the use of cloud based
technologies such as the internet, email and e-learning platforms. ICT and computing
today is huge, so much so that it’s even become part of the curriculum.
In that way, children who are computer literate at an early stage of their lives might deal
better with the modern world, as they will need those skills for the remainder of their
education and in adult life.
a) Extends the learning experience: raises standards across the curriculum to improve
the delivery of lesson content and allows students to engage in class in a variety of
ways, and learning beyond the four walls of the classroom for an anytime. Meaning
students and teachers can continue to work and access resources even from home.
b) Enriches the curriculum: provides access to a
whole host of information and encourages
collaborative working and communication with
others.
c) Expands learning horizons: access to fast
internet connections allows for learning materials
to be viewed, downloaded and worked through
quickly.
d) Helps with assessment: pupil data can be
recorded and analysed more efficiently for
accurate assessment of pupils’ learning abilities.
It then allows teachers to see which areas of
learning need a higher level of support.
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2. CONTEXTUALIZATION
The development of the following activities is contextualized in the 6th year of Primary
Education. The activities come from the content block of the area of Natural Sciences
"Human being and health", more specifically in the content focused on "The human
body and its functioning. Anatomy and physiology: Apparatus and systems ", framed
in the development of the curriculum according to Decree 54/2014, which establishes the
ordination and teaching corresponding to primary education in the Autonomous
Community of Castilla-La Mancha.
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3. ICT RESOURCES REVIEW
3.1 Edpuzzle
Edpuzzle allows you to convert any video into your own educational lesson in a fast
and intuitive way. An ideal tool to make the "flipped classroom" work.
It allows each student to repeat as many times as they wish the lesson
and it is a visual and attractive resource for the student. With
Edpuzzle we can also add comments to a video, pause it and ask
the user to answer some questions in order to check if the
content is being understood.
Link to the website: https://edpuzzle.com/
3.2 Testing
a
Testing is an educational tool that consists of a set of questions and answers type test
or trivial, grouped by courses and subjects that respond to the curricular development
of the educational period.
a
The subjects of each course are divided into different tests that correspond to their
different thematic units. In each game, the game raises ten questions with four different
answers, of which only one is correct.
a
Testing offers several game modes (Classic, Triplex, Infinitum ...) with different rules
(number of questions, time, use of wildcards ...) so that the student or the teacher
decides at any time which is the most appropriate, depending on the time available in
class, the difficulty of the test, the knowledge of the student ...
Link to the website:
http://www.testeando.es/
3.3 Scratch
Scratch is a program aimed at children of school age, which allows them to enter the
world of computer programming in a clear, simple and interactive way.
With this application, it is possible that the little ones go, not
only assimilating concepts related to computers, but that,
in turn, they learn and acquire important skills that will be
useful for any educational field or subject, while they are
learning to work with computers and ICT in a very simple
and motivating way.
Link to the website: https://scratch.mit.edu/
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3.4 Cmap Tools
a
For this purpose, the CmapTools program is a tool with which we can easily create
our own concept maps. It allows introducing concepts and connectors in any order, as
well as incorporating links, videos, images, multimedia presentations or any material
with which we have to represent.
a
3.5 Edmodo
Edmodo is an educational platform that works just like a social network. It has all the
advantages of this type of websites, but without the dangers that open social networks
have, since it is about creating a closed group between the students and the teacher,
to share messages, links, documents, events, etc.
a
Edmodo allows you to create a virtual communication space with your students and
other teachers, in which you can share messages, files and links, a work calendar, as
well as propose tasks and activities and manage them.
Parents of students can also access Edmodo and can consult the activity that their child
does in the subject, their grades, events, etc. and even contact with the teacher through
this platform.
a
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4. OWN PRODUCTION ACTIVITIES
3.1 Educaplay
Educaplay is an online resource for the creation of interactive activities of any
subject, useful for using it in our classes. In Educaplay, materials are prepared online
and left on the platform to be shared with the rest of the teaching staff. Educaplay has
ten different types of interactive activities (as you can see in the image): Map,
Riddling, Complete, Crossword, Dialog, Dictation, Sort letters, Sort words, Relate,
Soup, Test and Collection, which gives an interesting range of possibilities.
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3.2 Ted-Ed Lessons
Ted-Ed Lessons is a generator of test-type questionnaires, online discussions…
from videos that are on the Net (including YouTube, Dailymotion, Ted Talks, and
others). It allows each student to repeat as many times as they wish the lesson and it is a
visual and attractive resource for the student.
Students watch the videos and answer a series of questions inserted in the end of the
video, which makes the students to be attentive and focused on the video, although if
they had not clear the answer or the answer is incorrect they can rewatch this part of the
video. After the teacher can see the statistics provided by the platform to assess student
learning. In addition, if the teacher considers it appropriate, can provide individual
feedback to students.
For my activity I selected a Youtube video about the “Circulatory System” and I
prepared some questions about the contents that are being exposed in the video.
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3.3 Kahoot
Kahoot is a very motivational tool that help us to know if students have understood
the contents that we have explained to them. Using Kahoot in class it is an
extraordinary way to gamify learning. What is a linear and boring test for the students
we can turn it into something fun, where the competition and the game are in first place.
The teacher has to create a quiz and children have some time to read the question
and answer, the student who answer right and quicker more times will win the game.
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The activity I created is an adaptation of the television game "Who wants to be a
millionaire" and the presentation is interactive, so that all buttons are operative and the
game progresses according to the students' responses.
Students, as in the original game, have the option to use 3 types of wildcards (50%, ask
the class or know the answer)
a
3.5 Cerebriti
a
The game creation tool included in this website allows you to transform any
curricular subject into an interactive game. Once the fields are completed, and in just
three steps, the content automatically becomes an interactive game ready for others to
test their knowledge.
Cerebriti has a wide variety of games (games of interactive map, of couples, of images,
type test, ordering…). In the classroom it becomes a very fun resource for the students
and it is a good tool to review a topic, although it can also be used to introduce it or
review the knowledge that students have not yet acquired, among others.
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The one I have selected to carry out my activity is the "interactive map" in which
students must link the name of each part of the body with the part of the image to
which it corresponds.
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