martes, 23 de noviembre de 2021

COLLABORATIVE LEARNING (BERZERO)


The school system as we know it invites students to work together in some projects or tasks but that process rarely goes beyond the mere division of activities between the members of the group just to be able to hand in the assignments on time. Moreover, the individuals that are a part of the group almost never share their knowledge with their partners, that is to say, no one benefits from the exchange as it is not a real collaborative work.  The purpose of this work is to show that teachers can improve their teaching methods and enhance the students’ learning experience if they start applying innovative strategies like Collaborative Learning, Project-Based Learning together with different instruments of assessment which will prepare students for the challenges they will have living in the 21st century.




Link to full document.

DEVELOPING ENTREPRENEURIAL SKILLS IN PROJECT-BASED LEARNING (VERONESSE)

 What if you realize that you have a misconception of something? Would you be willing to change your way of seeing it or to stick to the same idea? Living in the 21st century is not an easy task. From technology to economy, all evolving and changing at a completely high speed. How about education? Is it the same as five, ten, or twenty years ago? Are students the same as the previous year? or are they being influenced by these massive changes? The aim of this work is to present another perspective of how to teach secondary students in an engaging, fruitful, and creative way. Accepting that there must be a change and it should benefit learners for their future holds the key for progression.




Link to full document



viernes, 30 de abril de 2021

GAMIFICATION IN EDUCATION: Where Learning Feels Like Playing (MONGE)

 



How can schools be more similar to games in terms of engagement, motivation, and learning achievement? One way to achieve this is through gamification, i.e. the applying of game-like elements in non-game contexts. Making schools akin to games will provide teachers with tools to improve their lessons, and involve and motivate their students. The aim of this work is to acquaint readers with the basics of gamification and provide an example that may serve as a model to find new ideas to apply in any classroom.



GAMES IN THE EFL CLASSROOM (GIORGIS-GARIGLIO)

 Are games a practical tool to ease the foreign language learning atmosphere? Games should be played at school not only to have fun and entertainment but also to make instruction enjoyable and cooperative. They are an effective and engaging way to improve language use since participants can sharpen different skills and become confident with practice. Therefore, it is important to consider games as useful pedagogical resources to apply in the teaching of English as a Foreign Language.