Please use this identifier to cite or link to this item: http://repository.include-erasmus.eu/jspui/handle/7112/95
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dc.contributor.authorVANCICA, DIANA-
dc.date.accessioned2022-05-08T13:14:30Z-
dc.date.available2022-05-08T13:14:30Z-
dc.date.issued2021-
dc.identifier.urihttp://repository.include-erasmus.eu/jspui/handle/7112/95-
dc.languageenen_US
dc.publisherINCLUDEen_US
dc.subjectHistoryen_US
dc.titleNew forms of entertainment in the contemporary world - games and technologyen_US
dc.typeeducational scenario - lesson planen_US
dc.typepresentationen_US
dc.keywordnew tehnologiesen_US
dc.keywordonline gamesen_US
dc.keywordinterneten_US
dc.age13en_US
dc.keywordsPerFiletechnological researchen_US
dc.keywordsPerFileNew technologies and online games, present and futureen_US
dc.keywordsPerFilenew forms of entertainmenten_US
dc.keywordsPerFileScenario-lesson planen_US
dc.keywordsPerFilecomputer gamesen_US
dc.keywordsPerFileBrief history of computer gamesen_US
dc.keywordsPerFileNintendoen_US
dc.keywordsPerFileWorksheet 1en_US
dc.keywordsPerFiledata storageen_US
dc.keywordsPerFileWorksheet 2en_US
dc.keywordsPerFilevideo gamesen_US
dc.keywordsPerFileWorksheet 4en_US
dc.keywordsPerFileelectromagnetic wavesen_US
dc.keywordsPerFileWorksheet 3en_US
dc.schoolScoala Gimnaziala "Mircea Eliade"en_US
dc.moduleTHE POST-WAR WORLDen_US
dc.unitNew forms of entertainment in the contemporary world - games and technologyen_US
dc.englishLevelB1en_US
dc.requirementsAccess to PC lab, electronic devices, internet conectionen_US
dc.duration3en_US
dc.keycompetencesDetailed Competences::2. Multilingual Competenceen_US
dc.keycompetencesDetailed Competences::5. Personal, social and learning to learn Competenceen_US
dc.keycompetencesDetailed Competences::6. Citizenship Competenceen_US
dc.keycompetencesDetailed Competences::4. Digital Competenceen_US
dc.learningOutcomeStudents 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 topicen_US
dc.transversalSkillInformation literacyen_US
dc.transversalSkillCreativity and Innovationen_US
dc.transversalSkillCollaboration and Communicationen_US
dc.transversalSkillAutonomous learningen_US
dc.europeanityIn 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 minorsen_US
Appears in Collections:Include

Files in This Item:
File Description SizeFormat 
Brief history of computer games.pdf840.83 kBAdobe PDFView/Open
New technologies and online games, present and future.pdf425.68 kBAdobe PDFView/Open
Scenario-lesson plan.pdf342.49 kBAdobe PDFView/Open
WORKSHEET I.pdf45.98 kBAdobe PDFView/Open
WORKSHEET II.pdf180.66 kBAdobe PDFView/Open
WORKSHEET III.pdf296.12 kBAdobe PDFView/Open
WORKSHEET IV.pdf185.67 kBAdobe PDFView/Open


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