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Transcript of Grandma's games
Project Coordinator: Vlora Ademi Author: Marina Vasileva IT Coordinator: Dobri Jovevski
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The aim of this manual is to present you the grandmas games with computer animations that
children from 5 to 15 years old can play in the schoolyard, classrooms, parks, and at any other
play field, all with an aim to realize the learning and teaching aims.
The effects of playing the traditional grandmas games are multiple in child development,
achieving the curriculum objectives, development of children thought processes, physical
development, motivation development for learning, teaching performance, creative and
innovative teaching and learning.
The role of "Grandmas games" in carrying out the teaching, the role of computer in "playing
and teaching", and that of communication: student-student, teacher-student, parent-student,
teacher-teacher, is described here in within each single game.
Application of Microsoft tools and technology is the link, the link between past and future, the
authors of the project and interested teachers for professional development dynamics, in
traditional and modern environment in teaching.
The essence of grandmas games cannot be felt through reading, observing and listening the
video and audio recordings. Instead, it took away all who can play and apply in teaching
therefore we as authors strongly recommend it.
This manual was developed by teachers from the schools Sv. Kiril and Metodij Centar, Skopje,
"Ilinden" village Konopnica, Kriva Palanka, Zivko Brajkovski Butel, Skopje, "Koco Racin" village
A great acknowledgment to the teachers who contributed to the overall success of the project:
Vesela Bogdanovic, Zaneta Shumkoska , Bojana Bachoska, Fatime Alli, Zivka Stoilkovska,
Jasminka Stankovska. A great appreciation to the teachers who contributed to the manual
translation: Maja Butleska, Sanja Jovanovska and Daniel Spasovski.
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Development and enforcement of 21st century skills throughout all project cycles
Collaboration: peer learning and teaching, reflection, in-outside classroom/school boundaries, collaboration and skilled communication
Knowledge building: Student mentorship, shared responsibilities, pedagogic and cross-curriculum approach, peer assessment
Innovation and Creativity: generate/develop new ideas, problem-solving, research, innovative use of ICT for learning
Project Brief Description
This project is a cultural journey of traditional
symbols and authentic values with new
teaching methods which develops a unique
approach of the lifelong learning. The overall
aim of the project is to recognize the meaning
of a game as a great transfer knowledge tool
and a form of personal development cycle of
our kids. The difference we brought was that
we use IT devices as a tool for learning while
grandmas games as a working method.
Grandmas games and their stories are a major
source of our tradition, but unfortunately
nowadays we give them no meaning. Through
this project, we not only give them a meaning
but use and disseminate this knowledge and of
course the technology is a key facilitator to this.
We also believe this project to highlight the
benefits of technology but in a different way
where students not only learn but found the
learning enthusiastic. The project brought I can
do that- a spirit of the liveliness in all schools.
The grandmas games are holistic approach while working with the K9 students at at all ages, all of this in correlation with the curricula. The project introduced new ways of learning which focused on learning by doing and all participants of the project were driven by the motto Lets play games, lets be friends, lets learn together!
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C O N T E N T
Grandmother floss and fingers of children do magic triangles with
different angles, geometric shapes and parallel lines.
We throw precisely and we compete with a computer, with Zavor and Kinect we can
convert meters into centimeters, watch it yourself, who is the smartest.
Touch me, Bzzz developing senses, do
you know who touched you?
The steel will help you, learn and play, throw precisely and learn the
Painting pebbles and writing numbers, sum with ease with
grandmas five stones.
Mosque, church buildings are old, while stacking rocks castles can be
We jump and hop and have fun, janinooooo, janinooooo
The matchbox spin with various numbers, if we do sum, you can too.
Measuring the perimeter and area are easy with Hop Scotch. Play it, the formulas will
remain in your memories
Hide and seek we do play, we form sets of elements, smart children, we develop the
senses, we socialize together.
We Explore, have fun, are happy and learn interesting things ...
Vertical and horizontal lines are not a problem anymore, play Laddy and learn
4 8 12
32 36 41
45 53 49
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LESSON 1: RESEARCH AND SURVEY
Key learning: Interview, creating a research instrument
Subject and contents: Native language
Students Grade: 5th Grade
Time of realization: Two hours 40 min
ICT: Bing search, Microsoft Office, MSN
Methods and Techniques: Web Quest and Brainstorm
STUDENTS LEARNING OUTCOMES:
- to gain knowledge/skills about the concept and way of implementing the interview by
creating Questionnaire- a research tool;
- to enrich vocabulary through appropriate use of speech in the written text with the
formation of open and closed questions.
1st step INTRODUCTION IN ACTIVITY
The teacher tells the following story to the students: This morning I saw a close friend who has
a son grade 3. He sits all day long on the computer, no way to go outside and play with friends,
and lately he is getting fatter. My friend does not know to tell and teach him any of children's
games, but she heard that in the past grandmothers played a lot in the lawn. Will we try to help
my friend to discover Grandmas Games? Lets play, have fun and learn.
2nd step TASKS FOR STUDENTS:
Click on indicated links, read carefully, consider how you will help in discovering the childrens games; Write criterias for conducting research; Create a questionnaire in a text document on your computer; Select the best questionnaire.
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RESOURCES FOR STUDENTS:
Search on Bing
Link to word survey
Link to word interview
Link to word game
3rd step PROCESS:
- Students discuss, reflect, analyze and bring a
conclusion on how to help the friend to find (How to guides)
Grandma games (do research and ask their own
- Concept interpretation of key words - teacher serves
students with various types of prepared bent sheets with one
written word at each (interview, game, survey, rules). The
number of sheets with words is same to the number of
students in class.
- Students divide into groups according to the extracted
word (interview, game, survey, rules).
- With Bing browser they check their links according to
- Mutually agree and choose the leader of the group.
- Students brainstorm in groups - associations of the
word write on a paper and design a mental map (time 5
- Leaders of the groups present their mental maps of
- The tacher gives directions to each group on how
students can creatively link the written words by using
- Students think and discuss, made the conclusion that
they need a prepared instrument - the questionnaire, discuss
how to look and what to include in itself.
- Prepare independently on a computer a tool for
- Students evaluate their own and choose the best
instrument on a grade level.
Curriculum context: Native Language - Students will learn to properly express themselves orally and in writing - use grammatical rules -enrich the vocabulary -use of punctuation marks,
Project outputs: e-products
e-survey link to survey
Video - Grandmas meeting
-define the problem
- setting the research goal
-preparation of the questionnaire
-analysis of data
-synthesis of data
-evaluation of data
-oral presentation of the video
-communication through MSN and e-mail
-using advanced features in MS Word
-video publishing in Win Live Movie Maker
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4th step CONCLUSION:
Students made the conclusion that they succeeded to find a way and help the friend of their
teacher. Throughout this, they learned how to conduct a research, alone discovered the key
words, created an instrument to do the research - questionnaire. While working they used the
Microsoft Office Word t