WORKSHOP
History of the European Union through the use of tablets and mobile
The workshop "History of the European Union through the use of Tablets and Mobile Applications" is a journey through the history, geography and culture of the European Union. Itstarted with the phases that lead to the birth of the European Union tracing the main stages to get to today’s Europe with its 27 countries.
The workshop was created using Canva, an online graphic design tool and integrating within the project some applications such as Jigsaw Planet, which allows you to create puzzles, YOUTUBEto view movies related to some events. Using Wordwall , it was realized an interactive game related to the Brexit and Kahoot, a learning platform based on games and used for educational purposes it was used to verify the knowledge acquired on the topic.
Finally, I suggested to teachers Wakelet an application to organize the content also audio and video to share with students and teachers. Students can create their own environments and learning spaces on Wakelet. The use of technology in learning is crucial if we want to create interdisciplinary links and create functional and suitable learning environments for all pupils.
WORKSHOP
Discovering Calabrian History Modeling of Apotropaic Masks
Four arithmetical operations are really hard stage for students to cope with. This activity is an interdisciplinary method to teach kids this topic by using outdoor activities, like games.
By this way students can learn more easily while having fun. Teacher can divide the students in two, three or four groups (it depends on the number of the students in the class)and takes a balloon which is a great stimulator for kids. Each group has the same number of students, each student has a number. The teacher asks a question (addition, substraction, multiplication or division) and throws the balloon in the air. The students calculate the result and the students who have the same number with the result in each group run and try to catch the balloon.
The student who catches the balloon wins a point for his/her group. It is an enjoyable way of learning. Brain works in a multiple ways and makes the learning process easier as it combines Maths (a mental process) with kinesthetic learning.
This is a matching activity that can be diversified according to the topic. This example shows us a language class, in which students learn the antonyms of the words. As the children like competitive challenges, it gives them an opportunity to learn the opposite meanings of the words they learned and compete with a classmate. The student who finishes (puts all the paper cups onto the right place) first wins the game. Learning is more permanent when it comes with fun.