Lifelong Learning Programme

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Experiences

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TEACHERS EXPERIENCES FORM

Title of the Experience
Board game "Beat the crazy geek"
Name of the teacher
Kamila Pawenta
Country where it took place
Poland
School typology
Lower Secondary School
Thematic Area
ICT
Experience typology
Teaching in class, Laboratory
Type of contact
Direct
Description of the Experience
Main problem with teaching ICT in first class of Lower Secondary School is the way how students perceive this subject. Most of students connect ICT with the Internet, online games and facebook. In Lower Secondary School there is more theoretical content than there was they in Primary School. One way to help students to learn theoretical ICT is to prepare a board game “Defeat a crazy computer man”. Students create fields – one field in size A3 and a dice. Students use pawns in the game. When they go to the fields with a task, they need to answer the question connected with topic of ICT lesson. In the game we have fields with the virus and when students stand on these fields they wait one round. The highest grade (5) is given to the student who first provides the right answer – the second person who gives the correct answer gets a good mark (4). When students give a wrong answer they move to the fields with a virus and wait one round – next I give another question and students move on in the game. To assess all of the students I write all information about good and bad answers at the end of the game. Using this method of teaching motivates the students to learn and to be prepared for the classes. Games are universal and they can be used to introduce different topics and different subjects.

Comments on this Teachers Experience

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Date: 2014.10.11

Posted by Isabel Lluch (Spain)

The use of play as an educational resource is a very powerful tool with many possibilities. Use games to motivate students, and now video games too, is one of the techniques used by the teachers as to maintain the interest and motivation for student learning. From the point of view of the example shown, the game manages to motivate students to learn ICT in order to win the game. Therefore, we believe that this is a relevant and motivating experience. Somehow, all professors and teachers use play as a means of teaching-learning in our classrooms.

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