8.2 Chapter 8
8.2 Chapter 8
8.2 Chapter 8
City rally is a game in which students are divided into groups/teams with clearly stated tasks.
The goal is to connect students, complete tasks and have fun while doing so.
The activity begins by dividing the students into groups and giving clear instructions
(mandatory taking a photo in front of a landmark, means of transport and the map of the
route, making a video or a presentation, etc.) and limitations (for example, time). After the
introductory part, students divide tasks among themselves in groups and develop a strategy to
complete all tasks within a certain time frame. At the end of the activity, the students, in
already existing groups, should create a video or a presentation to demonstrate and confirm
that they have completed all the assigned tasks. The students who completed the activity the
fastest, as well as those who created the video or presentation in the most creative way, will
be evaluated.
Digital tools: mobile phones, Prezi, Google Slides, Premiere (video maker)
Evaluation of activities: The next day, the students in the same group should make a
presentation or a video project in which they should present their
city adventure and prove that they completed all the tasks and
had a lot of fun at the same time.
Description of Using the Millionaire game, the students will repeat the learned
activities: content in mathematics. The students will be divided into groups of
four students and each of them will try to solve 6 questions of
different difficulty and thus become a millionaire. If the student does
not know the correct answer, it is the next student's turn starting from
the beginning. Students in groups can play three rounds. The best
placed students from each group will then compete against each other
by playing the game in two rounds. The sum of the numerical
amounts won is seen in the final standings. The three students with
the most money won will be evaluated with a grade.
Also, if someone reaches millions in the group competition, he no
longer plays and is considered the absolute winner.
Duration of 2 x 45 min
activities:
The game is designed to develop the skill of logical thinking. It consists of different puzzles
that need to be solved in order to unlock the door and exit the room. Riddles that were used in
making this escape room were puzzles, crossword, game Hangman, quiz, rebus and
mathematical/electrical engineering tasks. All of them contain questions from different parts
of the subject Fundamentals of Electrical Engineering and some of them are interdisciplinary
connected with Mathematics.
Author: Sunčica Tokić
Number of 6 groups of 2
students:
Duration 45 min
of
activities:
Evaluation Students will fill out the Google forms with answers and will be evaluated.
of
activities:
Advantage Different ways of solving tasks, repetition of curriculum and establishing facts
s of in the subject's curriculum. Developing skills of logical thinking and teamwork,
activities: digital competence. Having fun while learning.
Link on https://edutorij.e-skole.hr/share/page/document-details?nodeRef=workspace://
materials: SpacesStore/f2d961f5-9542-4938-a983-59ecb0d34ac5
Description Escape room tasks to get to know Croatia. Students try to reach the end of
of activities: the escape room activity through a series of connected rooms. During the
transition from room to room, students study the educational materials that
each room contains and, based on what they have read, try to answer
questions and find the password to move to the next room. The theme of
each of the three escape rooms is a certain part of Croatian heritage (culture,
geography, sights of certain regions...).
Outcomes:
- the student analyzes a longer adapted or original text while listening
and reading.
- discusses information about various Croatian landmarks, regions and
heritage.
- recognizes and uses complex cognitive, metacognitive and socio-
affective language learning strategies.
- independently and self-initiatively searches for new information
from various sources, transforms it into new knowledge and
successfully applies it when solving problems.
- communicates well with others, cooperates successfully in different
situations and is ready to ask for and offer help.
- independently critically evaluates the process, sources and search
results, selects the necessary information.
Digital tools:
Genial.ly, Canva, YouTube, Kahoot
Number of Students work in pairs or small groups of up to 4 students. In total, one class
students: (approximately 24 students) participates in the activity.
Duration of
activities: 30 – 45 minutes
Evaluation The evaluation of the activity is carried out by the percentage of success in
of activities: exiting the escape room activity. The fastest pair/group is the winner.
Advantages
of activities:
Link on
materials: bit.ly/escaperoomhr
Durign the time of the pandemic, hotel and tourism education students from High School Ban
Josip Jelačić in Zaprešić, had to come up with new ways of presenting the tourist attractions
of our city.
Students were using TaleBlazer application. TaleBlazer is the augmented reality (AR)
software platform. By situating games in the real world, AR games seek to engage people in
experiences that combine real landscapes and other aspects of the physical environment with
additional digital information supplied to them by smartphones.
The game is interactive and can be connected to Google Maps, and the questions are
triggered when the tourist approaches the given attraction. The playar is moving around the
location following instruction and map on application. Who manage to visit all location and
answer the question correctly in the shortest period of time – wins!
Duration of 2 weeks
activities:
Evaluation of Peer assessment - two things I liked and two things that could have been better.
activities: Summative assessment using criteria: relevant information about the location,
usage of language and technical aspects of game.