Diseña y juega

From Tuesday, October 13, 2020 11:30 PM
to Monday, November 30, 2020 11:30 PM

IES de Candás

Open in-person activity

Spanish

Carretera Faro, 33430, Carreño, Asturias, Principado de Asturias, ESP

With this activity, students design a game to interacting with it, moving characters, modifying its appearance, creating sceneries and acting with counters. The game consist in moving a character in order to catch different objects from above. If they caught the right objects, they´ll added points in the counter and the main character changes its appearance. If it is not the right object, the points will be subtracted from the counter. In the second part of the game, students try to program how to change the scenary when they´ll get one score.

    Primary school Secondary school
    Playful coding activities Art and creativity Game design Motivation and awareness raising

Nearby upcoming activities:

El metaverso de la Generación del 27
Sun, Jan 7, 2024 8:30 AM

 

I would like to propose the creation of a metaverse, in other words, a virtual universe where my students can interact with other through avatars. However, in this case, these avatars will not only be a representation of themselves but of every member of the Students Academy belonging to 27´s Generation. Thus, each student will be assigned a specific role (whether it be a poet, a musician or a painter) that has to recreate and develop with originality, imagination and historical rigor.

 

The main advantages of bringing the metaverse to the classrooms are being able to offer immersive situations that are almost impossible to carry out in real life and taking advantage of the internal layer of artificial intelligence that this environment offers to create personalized learning routes.

It is an experiential learning that allows learning without leaving the classroom, gamified, dynamic. The use of avatars and roles allows shy students to interact much more than they do in reality, contributing to their socialization

 

Collaborative learning will be fundamental in the creation of the metaverse, because it can facilitate collaborative learning and allow students to work together in a shared virtual space. Students can interact witch each other and with digital objects in real time, which can improve communication and collaboration skills.

Student documentation will be essential to be able to recreate characters (on a physical and psychological level, as well as their artistic creations), buildings, historical and shared spaces, objects, etc.

This immersive experience plans not to leave anyone indifferent, since its purpose is for students to get to know the Generation of ´27 from the inside: what were they dreaming about? what did they love? What were they worried about? why were they friends? what did they have in common? How did they live and relate to each other?

These, an many more questions, can be answered thanks to this metaverse proposal.

365 days of respect and equality
Sun, Oct 1, 2023 12:00 AM

Objectives

To encourage reflection on the origin of gender violence in social inequality. 

To reflect on the inequality in which women, men and non-binary people are being educated.

Identify and recognize myths, false beliefs, toxic relationships in love relationships between men, women and non-binary people.

To provide times and spaces to share what we think about men, women, ways of loving, what we like, what we don't like....

To recognize the deep link between gender violence and the way we understand couple relationships.

To know the degree of risk of exercising or suffering gender violence.

To provide personal skills for the construction of egalitarian, respectful and cooperative relationships.

To promote a constructive management of emotions and the cooperative resolution of conflicts.

Organization, development and methodology.

To provide teachers and future #professionals with resources that, in a simple way, allow them to know first hand what their students think and feel and how they express it.

Facilitate dialogue around the situations exposed and make us aware of what our students think and think.

To become aware of the audiovisual media: cinema, literature, music and art as transmitters of values and as educational tools and to reflect on the models of femininity and masculinity transmitted through them.

Methodology

The methodology will be based on principles of active and voluntary participation.

Artistic, playful and creative methodologies will also be used.  The creative process allows to deepen on the topics that are addressed in any training action, in this case, around the problem of gender violence, giving the protagonism to the students, encouraging personal expression and involvement, responsibility and self-esteem. Creative methodologies allow sharing feelings, ideas and experiences, learning new skills, working in groups and becoming aware that everyone has something valuable and unique to bring.

As a result of this process, group and generational self-esteem is fostered, promoting awareness and their creative contribution to the

awareness and their creative contribution to the fight against gender violence through the following workshops:

- Obradoiro: "Let's move the story".

- Workshop: "Reality from the other shore".

 8-M Poster Contest

- Business ideas contest to prevent or eradicate gender violence or mitigate its effects.

- Escape room contest on gender violence.

- 3D Printing.

365 Días de Respecto e Igualdade
Sun, Oct 22, 2023 12:00 AM

Objetivos

- Fomentar la reflexión sobre el origen de la violencia de género en la desigualdad social.

-  Dotar de habilidades personales para la construcción de relaciones igualitarias, de respeto y cooperación.

- Fomentar una gestión constructiva de emociones, y la resolución cooperativa de conflictos. Organización, desarrollo y metodología.

-Proporcionar al profesorado y futuros profesional recursos que de una manera sencilla les facilite conocer de primera mano que piensan y sienten sus alumnas y alumnos y como lo expresan.

- Facilitar el diálogo en torno las situaciones expuestas y hacernos conscientes del que pensamos y piensa nuestro alumnado.

- Tomar conciencia de los medios audiovisuales: cine, literatura, música y arte como transmisores de valores y como herramientas educativas y reflexionar sobre los modelos de feminidad y masculinidad transmitidos a través de los mismos.

Metodología

La metodología estará basada en principios de participación activa y voluntaria. También se utilizará metodologías artísticas, lúdicas y creativas. El proceso creativo permite profundizar sobre las temáticas que se aborden en cualquier acción formativa, en este caso, en torno al problema de la violencia de género, dando el protagonismo al alumnado, fomentando la expresión e implicación personal, la responsabilidad y la autoestima. Las metodologías creativas permiten compartir sentimientos, ideas y experiencias, aprender nuevas habilidades, trabajar en grupo y tomar conciencia de que cada cual tiene algo valioso y único que acercar. Como resultado del dicho proceso se fomenta la autoestima grupal y generacional, potenciando la toma de conciencia y su aportación creativa en la lucha contra la violencia de género a través de los siguientes talleres:

- Taller: “Mudemos el cuento”

- Taller: “Realidad desde la otra orilla” Concurso Carteles 8-M

- Concurso Ideas de negocio para prevenir o erradicar la violencia de género o paliar sus efectos.

- Concurso de escape rooms sobre la violencia de género 

- Imprensión 3D.

https://youtu.be/_vjrGmsXoR8?si=NvTuCloAjZPygjJx