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Mangahigh

Mangahigh.com is one of the first games-based-learning sites, where students learn Mathematics via purpose-built casual games that balance fun and learning. It was founded by an experienced team of mathematicians and game specialists.
The games on this platform are adaptive (they dynamically adapt in difficulty to the ability of the student) and automatic (they have a meta-objective that the players strive to achieve by repeating a simple step (game mechanic) over and over again). They are designed to develop students' ability and curiosity to observe, hypothesize, test, evaluate, conclude and refine ideas. Finally, they provide powerful contexts often bringing out the 'real-world' application of the topic at hand, so increasing the students' interest in the content.
Games are structured with objectives: a bronze medal demonstrates a basic understanding of the key teaching objectives of the challenge. This includes a competence with typical/standard applications of the topic. A Silver and Gold medal demonstrate a secure understanding of the teaching objective and a competence with non typical/extension applications of the topic.
The educational content within Mangahigh is based on the national (UK) curriculum and is delivered through its proprietary educational games.
The site is targeted towards 7-16 year olds but is open for anyone to play. All available games are free to play and enable kids to to develop mathematical knowledge and skills in the context of total involvement. The games are grouped in numbers, algebra and shape and there is a section designed for younger children. There is also a quiz dedicated to the same topics mentioned above, with structured exercises.
Mangahigh also promote school-to-school bilateral competitions. The service is called Fai-To (read more about it on the website).

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Toby Rowland, Marcus du Sautoy, Tom Vander Ark, Greg Mauro

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LearnBoost

LearnBoost’s is a free all-in-one solution allowing teachers to manage their classroom by offering a gradebook, a software for managing and creating lesson plans, tracking attendance, maintaining schedules, sharing contents with parents or students, integrating Google Apps including calendars, tagging of Common Core Standards, and more. It is available in 11 different languages.

LRE - Learning Resource Exchange

The Learning Resource Exchange (LRE) for schools is developed and coordinated by European Schoolnet (EUN, http://www.eun.org) and enables schools to find educational content from many different countries and providers. Anyone is able to browse content in the LRE federation of repositories and teachers that register can also use LRE social tagging tools, rate LRE content, save their Favourite resources and share links to these resources with their friends.

Other info about the project at http://fire.eun.org.

e-Bug

e-Bug is a free educational resource for classroom and home use that makes learning about micro-organisms, the spread, prevention and treatment of infection fun and accessible for all students.

The website is divided in three sections for Junior Students, Senior Students and for Teachers, where lesson plans, student worksheets, activities and presentations are available. All activities and plans have been designed to complement the National Curriculum. The student pages complement the teacher resources by providing online games, revision pages and more to continue the learning experience at home.

EU-HOU Hands-on Universe

The EU-HOU project ("Hands-On Universe, Europe. Bringing frontline interactive astronomy to the classroom") is a collaboration of hundreds of teachers and scientists from 14 countries with the purpose of creating a way for students to get excited by science, primarily through the use of astronomy.

This project developed hands-on exercises (available at http://www.euhou.net/index.php?option=com_content&task=blogcategory&id=4...) in lot of different languages, designed to promote an active learning by giving student real astronomical data to find a new planet, explore volcanos on the moons of Jupiter, classify stars, or weigh a galaxy. Each exercise comes complete with detailed instructions for how easily display, analyze, and interpret the data in the classroom, using the free software SalsaJ, downloadable at http://www.euhou.net/index.php?option=com_content&task=view&id=8&Itemid=10.

Folk DC - Digital Children’s Folksongs for Language Learning

The Digital Children’s Folksongs for Language and Cultural Learning (Folk DC) project is a European Union project designed to motivate young language learners to engage with language learning through using Folk songs, and activities around the songs. The project aims to introduce an understanding of the number, richness and culture of other languages when children start to learn a foreign language and begin to understand the meaning of additional languages.

Songs are in 10 European languages (Czech, Danish, English, Finnish, Greek, Italian, Portuguese, Romanian, Spanish, Turkish) and they are available both on YouTube (http://www.youtube.com/user/FolkDC2011) and on the FolkDC wiki (http://folkdc.wikispaces.com/Home), where you can also add your own song.

Scratch

Scratch is a programming language that makes it easy to create animations, interactive stories, animations, games, music, and art. The outcomes can be stored and shared on the web within the Scratch system.
It is not only an ideal tool for the creation of simple and attractive interactive and/or animated learning objects, but it also serves as a learning instrument for young people. By using Scratch learners learn not only to create and share Scratch outcomes but more importantly they learn mathematical, logical and computational ideas, while also learning to think creatively, reason systematically, and work collaboratively.
Scratch is at first sight a bit difficult to learn, but there is a (short and simple) manual that helps everyone getting started within minutes. It is not a full blown animation tool but it is a lot of fun and very rewarding to work with.
Scratch is developed by the Lifelong Kindergarten Group at the MIT Media Lab, with financial support from the National Science Foundation, Microsoft, Intel Foundation, MacArthur Foundation, Google, Iomega and MIT Media Lab research consortia.

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Poverty is not a game (PING) - a game about poverty

Poverty is not a game (PING) is an online game made for secondary schools, forming a starting point to discuss the subject ‘poverty’. The game is an adventure game and takes place in a three dimensional environment representing an average Western European city. It contains two different scenarios that demonstrate situational as well as generational poverty. The first one is about Jim, a boy who leaves his home after a row with his father and goes to live on his own in the big city. He has to find a roof over his head and a way to make a living; it is the player’s mission to resolve these problems so as to be able to lead a happy life as Jim. Sophia, on the other hand, comes from a poor family and lives alone with her grandmother. When her grandmother has to move to a home for the elderly, Sophia will need to find a place to live and a job, and a way to finish her studies.

PING shows that games can help to introduce complex social subjects like poverty in the classroom. It aims to make young people experience the mechanisms underlying poverty and hopes to do this in a way that is close to their daily lives. Furthermore, by presenting the game in a classroom, it can be used as an enjoyable stepping stone for further
on-topic exploration. Keeping in mind the fact that school courses have to abide by a specific time frame in which subject matter has to be presented, the game is designed in such a way that it can be finished in about 50 minutes.

Wild Web Woods - Online Game

Wild Web Woods is a online game commissioned by the Council of Europe and designed to help children learn basic Internet safety rules. The game also promotes such key concepts and values underlying the work of the Council of Europe as democracy, respect for others and children’s rights. The game, mainly for children between 7 and 10, is available in more than 20 languages and is supported by a teacher’s guide to assist educators in helping children to use the Internet safely and responsibly. The Guide is structured in eight lessons which provide educators with explanations, tips and practical exercises for children on topics such as managing online identity, learning about children’s rights, how much time they should spend online, privacy and security.

NANOYOU

Nanoyou is a source of materials and resources on the topic of Nanoscience, the study of phenomena and manipulation of materials at the nanoscale, where properties differ significantly from those at a larger scale. The nanoscale ranges from 100 nanometres down to the atomic level, where a nanometre is a millionth part of a
millimetre. This European Commission supported project provides a variety of videos and other multimedia like power-point presentations, posters, picture galleries and art projects related to nanoscience and NT that can be
used in education.

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