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Games and Innovative Teaching Methods GAIN TIME in Portugal

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In the last years we witnessed the emergence of the Open Educational Resources, with some advantages and challenges associated. It is also recognized the need to develop new and different pedagogical tools in order to cope with all the defies education is facing. Taking this scenario into consideration a project was developed in which partners identified innovative teaching methods as well as games that teachers are using in the classroom. In this paper we present results obtained from Portugal.

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Games and Innovative Teaching Methods GAIN TIME in Portugal

  1. 1. 10" Conféréncéa/ Ibérícaxde/ .ScumnazsweTecnologáa/ s» alo/ Informação- PAULA PERES E ANABELA MESQUITA pperes@ñscapJpp. pt, sannentowñscapJpp. pt 17 a 20 JUNHO 20155 13x Aveiro/ PT
  2. 2. Haste: mode# to gam l Erasmus-z- GM"" 201415 S01KA201 004401 Agenda qaLwT Lme Pmjecf (iomtuçthouxç,
  3. 3. ;ñ . ._. «ç Master model to gain time in your classroom 'Gain 'lime' 2014-1-ES01-KA201- 00440 Leanu¡ d e« p . . 9 o a o/ ¡tecruco do Porta fg; ' Docente ¡SCAP <. *ÍHW -- *gyl-, hrz "~" = HH' ”
  4. 4. ;ñ . ._. «ç Master model to gain time in your classroorn 'Gain 'lime' 2014-1-ES01-KA201- 00440 Vir-c - - ! SC/ Agregdmte do E-LEARNING Coordenadora CME : ir: -. ;nm›í›a¡›í_ .5t41eu›uaii nwi 7 íí'^'
  5. 5. Erasmus+ a A” * rã? “Í ' GQALS . v í, W' ' F _ y ÇÍÍ' 'Í '0 0 . . ' ("supporting Teacher Educators ! or , '- ' better learning ouzcomes" (2013)) ' ' V - _ _ f' » ' ' 'OpemngUpEdttatim' . ,_ V . 'QE r- _ . ,- ¡5Í'l*"'-' " ; nigÍí " ¡Conlçzoih-twñnal). Airh¡ V4 _A“« y *'v. -ny"_. “' , *: *c"i" J '1"u¡-, ¡t! H N” " 1,~1.; --“' r ir _'_' -*
  6. 6. Masur model m gain *Gai T ' n : inn in your classroom 2014-1-E:0^: "<: A201- 004401 GainTime V Lew cír› D tr devcLrp tocLs : creative : Misses r aduamtageofthc I x_ potewtLaL of nwLLwe EJ contents D : mas actLvLtLes and . Latim-atenta (ñáppedk Ctassroom)
  7. 7. - Erasmus+ 2014-1-ES01KA201- 004401 GainTime Project Started in 2014 and will end in 2016. The target of the project is secondary education : a L. V É 594m Italy Unindlongdom ceoe @Sra b w : axo Bulgana ? whey . '; _ “W093 gúíwmm e
  8. 8. Haste¡ mood to gam ¡ uma m you¡ ctassroom l Erasmus+ a"" 20141( $01«KA201 004401 GainTime Project @sem
  9. 9. - Erasmus+ Questionnarie HIV' ¡wurr- n pm rm» w wir «nur-nn : um V : nr MW! - Sm num MMAW FJ_ Engo¡ LVKÍÍV wet access »asma tattet; 'to access the 'LvLten/ Lct. M55 'Lvttfiwet veopctantu CLassrCCW. - a ; Lage equipped : i-¡Lth : empatar: connected tr 'the internet. Scvuf them me ata. ” uma; !ZL/ L 'Lwteractíuf team. . macete pLatfcw m BLCQS, ÉL QQ LLatÉCvw. , íTtartfs. . the ceaíwmwc* c 2o' To smaLL _group to '08 ívxtevuLev-/ ed amsixxfvs, 3:; des-cvtõtwçj a ímpterxxfvxtatíbw C v eatLue C Lassv 09W. ) 11 1 i0 B ° I 'i 2 l 01 i r - i l 1 1 n e» s. a a ^ é x6* @ea #É 'Pô td o* 4- e' QP. ) 'às é'
  10. 10. - Erasmus+ 74737 r U p/ DYÊ _ 50m. .. V/ XGOYVÀQLL v É The as: o¡ the ntatfarms i5 a wau to share ' V. ) crntent. ; with them students ?014tESDtKAN1004401 Questionnarie it LS mandatcwg Lnthei¡ schroLs. mare: the suvnmavúes and the scMedaLe teazhevs veta¡ hautwvç; aLreaay deiteLoped an edL/ .ÕQÍLCVLQL game 5137: ¡enow FLLpped Ctassmpvu 22% have atreaag LmpLem/ .entea Lt
  11. 11. A. ” kum «noel to 9.1"¡ nm: in your clasuoom 'Cam Turno' Nil-ÍÍSM-KAÍM 004401 . ¡,_, __'y_. __ . fr mix" , .. ,., .¡: .vt. r; rgàkvlHUI-. fg. ' i . ›~. .-¡›'n. ›a'›a Àrgâ_ ' n_v¡'-'#_. '1'›= ::¡r _ * J_ A¡ '; _a1¡¡, '¡'¡! ¡¡rg¡, f_A-IÍ› . ÍH -4 1 *x uu( “tw/ r I' ? manja 'JIHÕKÍ' g g = ; ' _yupjirrâ i ' I| r,I', |Ê¡. ÃÍC|3f. '¡' “dl Im" "n, À , É l I : i i -_ m, _vagas-r r e» . a. a ~= a _ _ l 1 l 5¡ t. l É, mor-¡iI-Lr-_w-¡t-r¡ : mw/ ir : U dra-mv: É* ; mma-ru »m- _U-: Jellle-Niçlrlvl _vt-muy ¡IÉ
  12. 12. - Erasmus+ MMÉÉÉM” ?014tESDtKAN1004401 Creative cLassroow. are good to tronwte the . socio : ronstr actLu Lsw. are egectweness r . hetçs students t5* . earn hnere teacher can LWJPVPX/ í hLs n' her teaching cempetences. student; LLree thLs &etnd of actvoitiea, thcg are actiuew LnvCLved. bat theu need a pr-ompt Lj t» ? eeoltace on t' . e tasre. Theu aLs-o register some aLLfLcaLtLes Ln u . z . managing time.
  13. 13. “Erasmus+ , r ; v. . , - - . r. - A | '0 : :r Ç C_- Çj rg. ^ - W_ 'NNW "N 4 t) CL l, C; x . . Competences y Required L (teachers) I Be creative I Collaborative work I Responsability I Analyses I ICT I Autonomous t? Communication I Questioning abilities r Reflexion I Cricital thinking I Diversity n Writting
  14. 14. --. ,_ V r - en_ Y J É', LE Et'. .Í : 5': : Í “Ísis-f i: L ; É Ly I Diversify IMotivate I Creativity Competences lmproved (students) I Automony I Dialogue Teacher and students l Learn deeply Atitudes a Ative leaming Collaboratíve work n inclusion
  15. 15. Erasmus+ i I l ' ' r-› A . v a x L. _i r Ç r; ':r -. ~ "Í Í. ÇL' Siri. 7 L. ' . :› "» r '_. '.. '.. _.. .r 'n' rñjíi ; ' ' ' a , açxtníi . ,:r': ~., .7t. r,. :r : :'›. ~.: :._. «_; :r . *:. .:'x: . . _, v rj¡ y. _'7, : :~. ›.. ›:'. .:: . lliÍzv LZÍÍ 7x5:: 'HJ eu
  16. 16. .Erasmus+ , Mgfjgúzmh 004401 Next steps › Master Model Handbook 1 Creative classes 2. Teachers-Innovators 3. Fiipped Methodology 4. Design of the Fiipped Lesson 5. Development of die Didactic Contents in the Flipped 6. Videos in the Flipped Methodoiogy 7. Educational Games and Debriefing 8. Digital Channels › Flip Online Course
  17. 17. 10" ConféréncéazIbérica/ de/ .ScumnazsweTecnologáa/ s» alo/ Informação- PAULA PERES E ANABELA MESQUITA pperes@ñscapJpp. pt, sannentowñscapJpp. pt 17 a 20 JUNHO 20155 13x Aveiro/ PT

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