Learning by Doing with the Chocolate Factory †
Abstract
:1. Introduction
2. Project Description. Main Characteristics That Define It. Route
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- Contextualization. The class became an authentic Chocolate factory. We decorate the interior of the class and the hallway.
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- Motivation. Through Gamification [1] (Missions, challenges, uses of Badges and cards), Videos, contests.
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- Use of ICT to favor the consolidation of different key competences. Applications like Plickers, Kahoot, Augmented Reality...
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- ABP. The location of the class favors the work by teams and elaborate the tasks in a collaborative way.
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- Use of the main theme to deepen the learning in different areas.
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- Joy at the time of achieving the objectives [2].
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- Sensibility and change of society.
3. Goals or Objectives Pursued with the Development of the Project
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- Know the characteristics of the story in both English and Spanish, the characters and the development of the work.
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- Involve the educational community.
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- Acquire different skills through activities, missions and challenges. Linguistic competence (story and adaptation), Mathematics (Use of the ABN through the Wonka Box).
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- Fill with joy the kids and have hope to enter the classroom door.
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- Make your own chocolate, create a business (advertising campaign: Radio, posters, talks ...), create your own currency (Wonka Coin), chocolates with prizes (golden tickets).
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- Raise the benefits for the Food Bank and an Animal Protector.
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- To make the rest of the students aware that with determination and effort the objectives can be achieved.
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- Create an authentic factory but not only of chocolate, also of illusions.
4. Main Innovative Actions That Are Developed in It. Evidences
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- Use of applications that enhance gamification and transform the classroom (Challenges, missions, Kahoot, Wallame, plickers).
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- Innovative methodologies (ABN, ABP, CLIL: Content Language Integrated Learning), Emotional education, School radio ...).
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- Create a solidary business with all its characteristics of production, production and sale.
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- Develop a web page where the experience is captured: https://ismaelgogutierrez.wixsite.com/chocolatefactory
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- Collect and donate to the organizations mentioned above.
5. Analysis of Expected Results
6. To Finish Final Impressions
References
- Burke, B. How Gamification motivates People to do Extraordinary Things; Bibliomotion: New York, NY, USA, 2014. [Google Scholar]
- Gutiérrez, I.G. Educación 3.0. 2017. Available online: https://www.educaciontrespuntocero.com/noticias/gamificacion-que-es-objetivos/70991.html (accessed on 19 July 2018).
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Gutiérrez, I.G. Learning by Doing with the Chocolate Factory. Proceedings 2018, 2, 1321. https://doi.org/10.3390/proceedings2211321
Gutiérrez IG. Learning by Doing with the Chocolate Factory. Proceedings. 2018; 2(21):1321. https://doi.org/10.3390/proceedings2211321
Chicago/Turabian StyleGutiérrez, Ismael Gómez. 2018. "Learning by Doing with the Chocolate Factory" Proceedings 2, no. 21: 1321. https://doi.org/10.3390/proceedings2211321
APA StyleGutiérrez, I. G. (2018). Learning by Doing with the Chocolate Factory. Proceedings, 2(21), 1321. https://doi.org/10.3390/proceedings2211321