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R4: Pedagogical sequences

Examples of 15 lesson plans that are using gamification elements for digital learning. These  describe the pedagogical implementation and application of the tools and resources used for gamification in digital learning, as examples of cases for different age levels.

TOPIC OF THE LESSON PLAN

TOOLS TO USE WITH THE LESSON PLAN

Pedagogical sequence N°1 PHILOSOPHY Rene Descartes

Insert Learning
Quizalize

Pedagogical sequence N°2 PHISICS Double Slit Experiment

Playposit
Socrative

Pedagogical sequence N°3 ICT Cybersecurity

Brainscape
Legends of Learning

Pedagogical sequence N°4 HISTORY European Union

Historiana
Mindomo

Pedagogical sequence N°5 ART Female Artists

Pixton
Quizziz

Pedagogical sequence N°6 ENGLISH Common Idioms

Edpuzzle
Flipgrid

Pedagogical sequence N°7 HISTORY Napoleon Bonaparte

Canva
Simpleshow

Pedagogical sequence N°8 ART Impressionism

Thinglink
Genially

Pedagogical sequence N°9 SPANISH Vocabulary

Quizlet
Kahoot

Pedagogical sequence N°10 ENGLISH Narrative Writing

Storyjumper
My Storybook

Pedagogical sequence N°11 ENGLISH Vocabulary

Wordwall
Diagnostic Questions

Pedagogical sequence N°12 GEOGRAPHY Environmental Protection

StoyboardThat
Animaker

Pedagogical sequence N°13 ECOLOGY What is created from waste?

Flash Mind
Ankiapp

Pedagogical sequence N°14 PHOTOGRAPHY

Bookwidgets
Bookcreator

Pedagogical sequence N°15 CITIZENSHIP

Goosechase
Spiderscribe

The Gamification of Digital Learning project is co-financed by the ERASMUS+ program of the European Union, and will be implemented from December 2021 to November 2023. This website and the project content reflects the views of the authors, and the European Commission cannot be held responsible for any use which may be made of the information contained therein.

(Project code: 2021-1-BE01-KA220-SCH-000027778)

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