Please use this identifier to cite or link to this item:
http://repository.include-erasmus.eu/jspui/handle/7112/95
Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor.author | VANCICA, DIANA | - |
dc.date.accessioned | 2022-05-08T13:14:30Z | - |
dc.date.available | 2022-05-08T13:14:30Z | - |
dc.date.issued | 2021 | - |
dc.identifier.uri | http://repository.include-erasmus.eu/jspui/handle/7112/95 | - |
dc.language | en | en_US |
dc.publisher | INCLUDE | en_US |
dc.subject | History | en_US |
dc.title | New forms of entertainment in the contemporary world - games and technology | en_US |
dc.type | educational scenario - lesson plan | en_US |
dc.type | presentation | en_US |
dc.keyword | new tehnologies | en_US |
dc.keyword | online games | en_US |
dc.keyword | internet | en_US |
dc.age | 13 | en_US |
dc.keywordsPerFile | technological research | en_US |
dc.keywordsPerFile | New technologies and online games, present and future | en_US |
dc.keywordsPerFile | new forms of entertainment | en_US |
dc.keywordsPerFile | Scenario-lesson plan | en_US |
dc.keywordsPerFile | computer games | en_US |
dc.keywordsPerFile | Brief history of computer games | en_US |
dc.keywordsPerFile | Nintendo | en_US |
dc.keywordsPerFile | Worksheet 1 | en_US |
dc.keywordsPerFile | data storage | en_US |
dc.keywordsPerFile | Worksheet 2 | en_US |
dc.keywordsPerFile | video games | en_US |
dc.keywordsPerFile | Worksheet 4 | en_US |
dc.keywordsPerFile | electromagnetic waves | en_US |
dc.keywordsPerFile | Worksheet 3 | en_US |
dc.school | Scoala Gimnaziala "Mircea Eliade" | en_US |
dc.module | THE POST-WAR WORLD | en_US |
dc.unit | New forms of entertainment in the contemporary world - games and technology | en_US |
dc.englishLevel | B1 | en_US |
dc.requirements | Access to PC lab, electronic devices, internet conection | en_US |
dc.duration | 3 | en_US |
dc.keycompetences | Detailed Competences::2. Multilingual Competence | en_US |
dc.keycompetences | Detailed Competences::5. Personal, social and learning to learn Competence | en_US |
dc.keycompetences | Detailed Competences::6. Citizenship Competence | en_US |
dc.keycompetences | Detailed Competences::4. Digital Competence | en_US |
dc.learningOutcome | Students will know what new technologies have meant to humanity Students will be able to communicate orally and in writing about the evolution of games in the contemporary era about the social implications and the positive and negative consequences on people's lives. Students will be able to initiate and support arguments related to the topic | en_US |
dc.transversalSkill | Information literacy | en_US |
dc.transversalSkill | Creativity and Innovation | en_US |
dc.transversalSkill | Collaboration and Communication | en_US |
dc.transversalSkill | Autonomous learning | en_US |
dc.europeanity | In this scenario, Europeanity is highlighted by the fact that the thriving video industry enjoys EU protection by protecting copyright and trademark law.Since 2003, the EU has supported the pan-European gaming classification system developed by the European Interactive Software Federation to better protect minors | en_US |
Appears in Collections: | Include |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
Brief history of computer games.pdf | 840.83 kB | Adobe PDF | View/Open | |
New technologies and online games, present and future.pdf | 425.68 kB | Adobe PDF | View/Open | |
Scenario-lesson plan.pdf | 342.49 kB | Adobe PDF | View/Open | |
WORKSHEET I.pdf | 45.98 kB | Adobe PDF | View/Open | |
WORKSHEET II.pdf | 180.66 kB | Adobe PDF | View/Open | |
WORKSHEET III.pdf | 296.12 kB | Adobe PDF | View/Open | |
WORKSHEET IV.pdf | 185.67 kB | Adobe PDF | View/Open |
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