to Friday, October 15, 2021 12:30 PM
IES 9 VALLES
Open in-person activity
Spanish
Barrio El Pindial, 39538, Reocín, Cantabria, ESP
Se realizará un pequeño taller de iniciación a la programación por bloques, en dos sesionees, con alumnado de 3º ESO utilizando la herramienta Blockly.
https://blockly.games/
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Secondary school
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Basic programming concepts
Visual/Block programming
Game design
Nearby upcoming activities:
I code with fairy tales, I learn my values
We make a drawing with zaplycode to work on being responsible for the environment and sensitive to nature
El metaverso de la Generación del 27
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.