Showing posts with label games and virtual worlds in schools. Show all posts
Showing posts with label games and virtual worlds in schools. Show all posts

Monday, March 10, 2014

Let's play the flute : Apps for Education




screenshot Oratio | credits: Insignio Labs

Here I am writing about another app. This time a game that can carry students to a world of music and entertainment.

I share often apps I find to enchance learning. For example Europeana (European history and culture) ; Augui (reading) ; Voltaire's Candide (French Literature) ; Touch Van Gogh (Arts) ; Our Choice or Zoe makes a splash (environment).

Today, I am writing about a app for Music. You know me. I am a huge enthusiast of Music in school curricula.

So, let's talk about Oratio Flute Master a game where students can learn an instrument while having fun. 

The idea began with a concept brought everyone in the Forum of Microsoft Partners in Learning (with 2 awards).



screenshot Oratio | credits: Insignio Labs

Oratio’s Flute Master is a fun game where students learn to play the flute, combined with beautiful artistic illustrations and wonderful sounds. 

The game has an appealing graphic interface and colorful and fun characters. Among the main characters you can find some friends of Oratio such as Cornelius: a dragon that will help to protect food from the evil “strawberries-eaters”vampires.
Along the way students learn to play the musical notes on the flute.



screenshot Oratio | credits: Insignio Labs

Description:
Oratio's Flute Master is a fun game to learn how to play a real instrument: the recorder (the kind of flute that is the main instrument taught worldwide in music classes). Yes, you will grab your own recorder and play the game with it!



screenshot Oratio | credits: Insignio Labs

Music curriculum: 


Learners and Oratio will help the dragon Cornelius save his food from the evil strawberry-eating vampires. Along the way, they will learn how to play the notes on their recorder, with 27 unique and original songs gradually introducing each note and increasing in difficulty.


The application has 27 exclusive songs that they are gradually showing every musical note and increasing its difficulty. In this way, the learning process is gradual and musical notes are associated with colors, for easy recognition.
To use the app it is necessary:
  • a flute (not included)
  • the microphone (it can be the one integrated in your computer or tablet)
Note: To avoid interferences between the musical notes of the flute and the sound from the speakers, it's recommended to be played with headphones. However, it's possible to play without headphones.




screenshot Oratio | credits: Insignio Labs

How teachers and students can use it?
The app allows the students to work with musical notes, articulation, and how to use your fingers correctly.

Develops fine motor skills, attention and concentration and reasoning capabilities, as well as reflection on reading response and action.

Where to use it?

School (Music curriculumsmall groups (max 4 students).

Home : Individual learning work.

Levels : 

Primary and Elementary Education (aged 9-10)



screenshot Oratio | credits: Insignio Labs

Features :

  • 27 original songs made specifically for the recorder (flute instrument).
  • Real-time detection of flute sound, using your microphone.
  • Gradual learning of notes and finger placements.
  • Bright and cartoon-like art, with cute characters!
  • Notes that are associated with colors, for easier recognition.
  • A scoring system that adds repetition value to the game (maximize your score!).
  • Ready  for Classroom Use

Languages : 
  • English
  • Portuguese
  • German
Where to find  the app ?

Windows Microsoft
Google play
Price:

2,99€

Systems:
Android ; MacOS; IOS; Windows.





Oratio' Flute Master is a didactic indie game that revolutionizes the way to learn and teach recorder. This "app" is the first of the Oratio Classroom saga, a software concept for teaching music in primary schools, winner of the first place in the category of Educators Choice at the Global Forum Partners in Learning by Microsoft in November 2012. 

The whole concept was developed within the school context with the collaboration of 200 students, teachers and entities related to Education.

Hope you like Oratio's Flute Master and your students enjoy to learn play the flute  as well work at home by themselves.

My passion for IT and education innovations makes me share all I found on the web or social media.
I read about Oratio on a Portuguese digital newspaper. I made some research and there you are. Another interesting resource to introduce n your lessons of you teach Music in school.
G-Souto
11.03.2014
Copyright © 2014G-Souto'sBlog, gsouto-digitalteacher.blogspot.com®
Licença Creative Commons
Let's play the flute : Apps for Education bG-Souto is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

Thursday, December 1, 2011

Teaching AIDS & World AIDS Day ! Resources




© UNESCO Global Initiative on Education and HIV & AIDS (EDUCAIDS)


To mark the World AIDS Day (1 December 2011), UNESCO has launched a comprehensive new web portal featuring all aspects of the Organization’s response to HIV and AIDS, from advancing gender equality and protecting human rights, to helping countries build effective education responses to HIV by strengthening life skills and sexuality education. (...)





© UNESCO


EDUCAIDS, The Global Initiative on Education and HIV & AIDS, seeks to promote, develop and support comprehensive education sector responses to HIV and AIDS. This means moving away from programming on HIV and  AIDS on a project-by-project basis, and toward a holistic, sector-wide view of the impacts and challenges of HIV.

EDUCAIDS has two primary goals:

  • To prevent the spread of HIV through education;
  • To protect the core functions of the education system from the worst effects of the epidemic.

Resources:


  • Listen Harvard Edcast: Teaching AIDS (discontinued)*






Fast Car: Travelling Safely around the World - Introduction
Screenshot of the game© UNESCO


  • Computer Game:

UNESCO launched the first interactive multimedia tool on HIV and AIDS prevention for youth,  December 23th, 2010. 


The computer game Fast Car:Travelling Safely around the World* aimed to provide young people with accurate and reliable information about HIV prevention, while educating, entertaining and promoting healthy behavior.


  • Learning objectives:


The importance of the game consisted in providing young people with information materials on HIV and AIDS that can be widely distributed through communication channels in order to help them to gain an accurate understanding of these issues and preventive practices. UNESCO expected that this game* would change their behavior.


Please read more on my post UNESCO: 1st computer game for young people on HIV and AIDS


Français:


"La connaissance de la maladie se dĂ©grade chez les jeunes. C’est l’une des nombreuses conclusions des Ă©tudes publiĂ©es Ă  l’occasion de la journĂ©e mondiale du Sida, ce jeudi 1erdĂ©cembre."


"Les jeunes ne perçoivent pas la maladie de la mĂªme façon que leurs aĂ®nĂ©s, sans doute plus sensibles aux campagnes de prĂ©vention diffusĂ©es dans les annĂ©es 90. Le VIH tend en effet Ă  se banaliser dans l’esprit des 18-30 ans qui estiment qu’il est au mĂªme niveau que les autres IST (Infections Sexuellement Transmissibles)."

Jean-François Delfraissy, directeur de l'ANRS


"C’est une catastrophe. Cela veut dire que les jeunes ont oubliĂ© cette alerte qui avait Ă©tĂ© mise en place il y a vingt ans lorsque la maladie est arrivĂ©e. C’est très dangereux, c’est très grave. Je voudrais dire aux jeunes d’Ăªtre attentifs, c’est une maladie très lourde, mĂªme lorsqu’on la dĂ©veloppe de manière pas trop virulente."


Carla Bruni, Ambassadrice du Fonds mondial contre le Sida





https://blog.seriousgame.be/ *discontinued)


"Les jeunes ne perçoivent pas la maladie de la mĂªme façon que leurs aĂ®nĂ©s, sans doute plus sensibles aux campagnes de prĂ©vention diffusĂ©es dans les annĂ©es 90. 


Le VIH tend en effet Ă  se banaliser dans l’esprit des 18-30 ans qui estiment qu’il est au mĂªme niveau que les autres IST (Infections Sexuellement Transmissibles)".

De plus en plus il faut alerter les jeunes sur le sida et les inciter Ă  se questionner sur la sexualitĂ© : qu’est-ce que le sida ? comment s’en protĂ©ger ? comment se transmet-il ? Comment se soigne-t-il ? Comment vit un sĂ©ropositif au quotidien ?
Les parents et les professeurs on un rôle assez important dans l'éducation des jeunes sur le sida.

  • Ressources:

Education.France5 et Sidaction se sont mobilisĂ©s sur un site abordant de manière ludique le sujet.

Sur Sida une menace toujours prĂ©sente les jeunes peuvent trouver des infos sur le sujet de façon Ă  expliquer aux jeunes l'ampleur du sida, et les modes de transmissions de l'Ă©pidemie:




Sida, une menace toujours présente
https://www.lumni.fr/

  • Guerre au virus oĂ¹ vous jouez le rĂ´le d’un spermatozoĂ¯de qui doit Ă©chapper aux virus Ă  l’aide des flèches de direction du clavier et attraper des prĂ©servatifs pour se protĂ©ger et des mĂ©dicaments pour retrouver ses forces.
  • Dans la peau d’un jeune sĂ©ropositif vous met, comme son titre l’indique, dans la peau d’une personne atteinte oĂ¹ vous devrez organiser votre emploi du temps pour chaque jour de la semaine en plaçant les activitĂ©s et choses Ă  faire dans l’agenda.

  • Contraception et Protection vous demande de distinguer les Ă©lĂ©ments contraceptifs des Ă©lĂ©ments protectifs.




via CISCO

Resource +

Peter Packet* est un jeu destinĂ© Ă  sensibiliser sur le Sida au Zimbabwe, l’eau potable en HaĂ¯ti et l’aide Ă  la scolarisation en Inde.

*(désavtivé)

G-Souto

01.12.2011
update 23.2.2025
Copyright © 2011G-Souto'sBlog, gsouto-digitalteacher.blogspot.com®

Licença Creative Commons
Teaching AIDS & World AIDS Day ! Resources  by G-Souto is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License



Monday, May 30, 2011

Schools : Gaming to re-engage students in learning







At TEDxPSU, Ali Carr-Chellman pinpoints three reasons boys are tuning out of school in droves, and lays out her bold plan to re-engage them: bringing their culture into the classroom, with new rules that let boys be boys, and video games that teach as well as entertain.


Last year, March 2010, Jane McGonigal said during her presentation "Gaming can make a better world" on Talks | TED that if "we play, the world could be a better place!" 

I agree. Schools too can be a better place is our students play in the classroom in and around curricula!


There are educators that are introducing games on teaching and learning. A good number of them! Perhaps not so many as it would be suitable, but they are spreading the word in educational blogs, on Facebook or on Twitter. 

I am a pioneer educator in this matter. My students had the chance to use IT and web 2.0 in the curriculum since 2001.


Playing is funny and students can learn with pleasure. As you could listen, this time from Ali carr-Chellman. The theme now is about boys in school.

"Ali Carr-Chellman recent research projects include "Bring Back the Boys," looking at ways gaming can be used to re-engage boys in their elementary education. Another projects asks prisoners and homeless people to think about how to reform schools, bringing new voices to the policy-making table."






She is an instructional designer and author who studies the most effective ways to teach kids and to make changes at school.





She realized as I realized and as other innovative educators realized that traditional elementary and secondary education is not for us, even less for our students.


In part because we were feeling frustrated by the lack of innovation, agility, and readiness to change in traditional education, we began to use games as an open educational resource in the classroom. 

Please read my posts Digital Schools versus Digital Teachers (September 2009)  Ah! Les jeunes! (March 2010)  or Pince of Persia: an interesting narrative text (June 2010) and some other posts that you can search on my blog.  



  

iPad vs. Android
via Google Images


This kind of lack of innovation in the school motivated me, some years ago, to be an instructional tutor, author and educator, thinking and working on how to change and innovate within schools to make education more appealing for students. 


I've been working with doctoral-level students (school teachers) helping prepare a next generation of educators with inspirational ideas and methods. I did a real research in the field.


I also teach online courses focused on helping practioners, teachers, to learn how to improve their own instructional practices and how to improve their lessons with creativity.







Field trips are often an integral part of instructional practices and greatly benefit. Students learning by allowing them to engage with real-world environments. 


"Technology becomes a tool that students use for learning essential skills and 'getting things done'. "

Marc Prensky


G-Souto


30.05.2011
Copyright © 2011G-Souto'sBlog, gsouto-digitalteacher.blogspot.com®

Credits: video Talks | TEDX

Licença Creative Commons
Gaming to re-engage students in learning by G-Souto is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.