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Snapshots are a pairing of two 20 minute presentations followed by a 5 minute Q & A.
This is presentation 1 of 2, scroll down to see more details.
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Participants will be involved in ten different cross-curricular activities where the students learn STEAM meaningfully while using English or Spanish as a Foreign Language. We will be sharing the lesson plans for all of the activities and also how to implement them in our classrooms.
Some of the technologies involved will be: chromebook/laptop, online resources such as: CoSpaces, Scratch and MakeCode and also devices as: Makey Makey and micro:bit.
The content will be presented using evidences in form of pictures and videos taken in the classroom, but also physical so that all of the participants can be involved in the experience themselves. We will spend 5-7 minutes on each activity, sharing how it was done in the classroom, and also its purpose and the lesson plan. On some of the activities, as creating an augmented reality world of the vertebrate and invertebrate animals, we will share a same space where all of the participants will be able to be immersed in the virtual world and then see how it was integrated, as in a real classroom.
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BOLADO, J.S. (2017). "El potencial de la realidad aumentada en la enseñanza de español como lengua extranjera". En EDMETIC, Vol. 6 (nº 1), pp. 62-80. Disponible en: www.uco.es/ucopress/ojs/index.php/edmetic/article/view/5808.
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KLOPFER, E. y SHELDON, J. (2010). "Augmenting your own reality: student authoring of science-based augmented reality games". En New Directions for Youth Development, nº 128, pp. 85-94. Disponible en: http://web.mit.edu/marleigh/www/portfolio/Files/augmentingownreality.pdf.
MORENO, N.M.; LEIVA, J.J. y MATAS, A. (2016). "Mobile learning, Gamificación y Realidad Aumentada para la enseñanza-aprendizaje de idiomas". En IJERI: International Journal of Educational Research and Innovation, nº 6, pp. 16-34. Disponible en: www.upo.es/revistas/index.php/IJERI/article/view/1709/1554.
MORENO, N.M.; LEIVA, J.J.; GALVÁN, M. del C.; LÓPEZ, E. y GARCÍA, F.J. (2017). "Realidad aumentada y realidad virtual para la enseñanza-aprendizaje del inglés desde un enfoque comunicativo e intercultural". En Innovación docente y uso de las TIC en educación: CD-ROM (p. 17). Universi-dad de Málaga (UMA). Disponible en: www.enriquesanchezrivas.es/congresotic/archivos/Form_Compet_metodos/MorenoMartinez_Otros.pdf.
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RESNICK, M. (2017). "Lifelong Kinderdarten. Cultivating Creativity through Projects, Passion, Peers and Play". Cambridge (MA-USA): MIT Press.
SÁNCHEZ, J. (2017). "El potencial de la realidad aumentada en la enseñanza de español como lengua extranjera". En EDMETIC, Vol. 6 (nº 1), pp. 62-80. Disponible en: www.uco.es/ucopress/ojs/index.php/edmetic/article/view/5808.
SQUIRE, K. (2010). "From Information to Experience: Place-Based Augmented Reality Games as a Model for Learning in a Globally Networked Society". En Teachers College Record, Vol. 112 (nº 10), pp. 2.565–2.602. Disponible en: https://pdfs.semanticscholar.org/af94/8ffc8fe7906cb1a23bcfffc6da73bf17e580.pdf.
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