SPOTTER TASK 6

 SPOTTER: ADRIANA


                                           


This week our translator chose 4 concepts which are: Stop motion animation, project based learning, digital literacy and cultural awareness.

In order to analyze our job in the project and other's work as well, we looked at the 4 different concepts of two

other groups: The potato committee and Shiny teachers.


From The poato committee we had 2 different concepts which were: 


 · Learning by Doing (Methodological-pedagogical aspect): Learning by doing is a constructivist approach in which students gain or acquire new knowledge through active participation in the activity instead of an ordinary, passive instruction. By drawing the shapes and programming Codey after a simple explanation, students engage in hands-on learning, allowing them to acquire a general understanding of geometrical shapes, their angles, spatial view and basic coding. This also encourages trial-and-error learning.


 · Computational Thinking in Geometry (Theoretical Framework): As problem-solving is an important aspect of our activity, computational thinking is meaningful due to it being a problem-solving process that involves the decomposition of complex problems, recognising patterns and designing algorithms. In this activity, students will initially break down the shapes into a series of commands, tweaking the centimetres and angle the robot will move in, to make Codey follow precise paths. As they encounter errors, they will then refine their code. This mixes both math and basic coding, reinforcing logical and critical thinking while making geometry a more amusing, interactive topic for them.


From Shiny teachers we had 2 different concepts which were: 


  · Game based learning (Methodological concept): Game-Based Learning is the integration of game elements and mechanics into educational contexts. This method enhances the motivational and engagement features of games to foster a deeper understanding of educational content. By turning tasks into game-like activities, learners become active participants, increasing their motivation and retention of material.


  ·  Programming (Theoretical concept) : Programming refers to the process of designing, writing, testing, and maintaining the code that allows digital devices to perform specific tasks or solve problems. In an educational context, programming is not only about learning to code but also about developing computational thinking—the ability to break down problems, create logical sequences of actions (algorithms), and think systematically about solutions.













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