Saliha Altın Atatürk Mtal
Sevde asml-Osman asml-Elmas asml-Seda asml-...............................
| Estimated Time | 3 hours (40minutes x3) |
Age level: | 12-18 |
Learning objectives, skills and competencies: | While students might find history or geography lesson a bit heavy or monotonous, teachers can help to make the lesson more engaging. Only by incorporating some elements of coding or digital creativity in their lessons, teachers can increase students’ motivation and creativity, which creates the perfect scenario for an engaging lesson where students learn about cultural heritage while having fun. This lesson discusses the role of Internet and digital media in preserving cultural heritage and becoming aware about digital/cultural artefacts, but most importantly, in triggering students’ curiosity. |
| Activities and roles: | Teachers give instructions, assist the students when necessary and give feedback. Students work in pairs, collaborate and learn in a participatory way. |
What do you need? |
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Learning space: | Online teaching platforms (zoom or adobe connect |
Lesson Preparation: | Divide students in pairs. Give instructions. Have devices ready to be used. |
Activity description | If you are looking for engaging games that you can easily implement with your students, the following Scratch projects can be used as inspiration for your students’ creations. You can just modify them according to what you want to teach and add pictures of your pages that cultural heritage as background |
| how do you start creating your own game? | In order to start your game, you need to have a Scratch account. If you do not have one yet, you can create it here: https://en.scratch wiki.info/wiki/Creating_an_Account Once your account is created, you can start creating your game by visiting this page https://scratch.mit.edu/ and clicking on “Create”. |