Epublication LERANING DIFFERNTLY | Page 60

Romania Scoala Gimnaziala nr . 17 Botosani

Romania Scoala Gimnaziala nr . 17 Botosani

ACTIVITY 2 :
Learning outcomes : understand , apply , create Type of activity : collaborate , discuss , practice and produce Time : 120 minutes Role of students : Decide what information should be included in the presentation Decide what format to use and props ( if they want ) Create the presentation and decide on a way to interact with the other teams and engage them while presenting Create 12 questions for the Kahoot and Quizizz game – 4 about the scientist , 4 about the discoveries and 4 about the place and country where it is located Create qr codes for some of the questions and place them in the hallway as part of a treasure hunt
Role of the teacher : Offers support for the creating of the presentations ( technical , informational or just emotional – the teacher can be the one they test the presentation on and can offer cues on what works and what doesn ’ t Offers access and tutorials to platforms the students can use . They can choose something they are familiar with and wish to try something new . Collect all the presentations on a Padlet Create a discussion board where teams can answer questions Collect the questions for the game and create the game Help with the creation and printing of the QR codes Description of the activity : Students decide on the form and content of the presentation and the role each member of the team will play . They create their presentations and collect the questions on the meetingwords Present their scientist , the discoveries and the place and answer questions to the best of their ability . Any question they cannot answered is collected by the teacher and if she / he can ’ t answer either a specialist is consulted at the end of the activity . The presentations and the game are shared with the parents who can either act as experts if that is the case or ask questions too . They can also choose to play the game . The teams compete in the game . Each team then can create QR codes for the questions they got wrong in the game or from the ones they created . These codes are then placed in the hallway where visitors and other classes can access them and learn . Each student then fills in a self-assessment form where they note what they have learnt from their peers ’ presentations as well as the new words . This can be followed by a whole-class brainstorming activity to recap new information and vocabulary . Formative assessment technique ( s ) used in this activity : self-assessment , clarifications , quizzes How will you use the information gathered about student learning during the activity or to shape following activities ? The teacher can know more about what students prefer to shine and act / present , which ones are good at research , who thinks outside the box , who is comfortable with technology , who has leadership skills .
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