I am so excited to be chosen as a host to first #MSFTEduChat about Sustainable Development Goals and #TeachSDGs, with such fantastic educators and experts on #SDGs from all over the world!
Microsoft Education has announced the TweetMeet on the Microsoft Education Blog. That announcement contains all the details about the topic, the hosts, the questions, resources and other information. I've made a Sway about this event based on the invitation letter by Marjolein Hoekstra @OneNoteC, #MSFTEduChat TweetMeet organizer for Microsoft Education, and you can find it on THIS link.
I had the chance to write a Blog post for Triseum, the company involved in games-based learning. They have made an educational game about Calculus called Variant: Limits, which I had the chance to try. I was very impressed and inspired, so I wrote an article, which you can find HERE.
By Anica Tričković, Math Teacher
“When or where am I going to actually use this?” My guess is that every teacher has heard a student utter these words somewhere along the way. As teachers, it is our responsibility to capture students’ imagination to help them connect what they do in the classroom with the world around them. Yet, how can we, as teachers, help them not only acquire the educational content we are teaching, but also the ability to use content to solve real world problems? I believe the answer lies in game-based learning. Video games are practically second nature to the majority of students today. As players, they always want to know what is next, what is behind that obstacle and how can they advance to the next level. Using what they know about the characters, their abilities, the hurdles and the environment, they attempt different ways to achieve the game’s objectives. In an academic game, this trial and error approach builds students’ knowledge, not only of the content itself, but also how to apply the content in different ways to advance. Through their own pace and rhythm, students can trace back to a place in the game they made a mistake, conclude what went wrong, dig into the educational content and, ultimately, change their approach to solve the problem. Correcting his or her own mistakes is infinitely more valuable for a student than having them retrospectively pointed out. In the Triseum calculus game, Variant: Limits, this theory holds true. I showed the game to my 15-year-old son who loves playing games but knows very little about calculus. He moved through the game’s task and challenges to figure out what to do next. Of course, his progress wasn’t without failure. He is too young to know and understand the depth of the calculus concepts, but his trial and error approach enabled him to draw some important conclusions in a more intuitive way, applying what he learned from both his successes and failures. This is problem solving at its best; not to mention, he got very excited to formally learn calculus! Game-based learning also creates an ideal environment for student collaboration, a valuable lesson these students will carry into their careers, no matter their chosen field. Playing in pairs, interacting with each other and helping each other navigate through the game deepens their knowledge of the concepts while, at the same time, developing their social and teamwork skills. Academic games don’t just teach us content, they teach us how to think creatively and use the content to solve problems. What’s more, the game-based learning experience integrates something students likely enjoy doing in their free time with tangible learning, and that is what learning should be – fun, deep and engaging! About the Author Anica teaches math at the primary school Toplički heroji in Žitorađa, Serbia. She is a Microsoft Innovative Educator Expert (MIEE) and a Scientix ambassador. Her passions lie in new education technologies and developing students’ digital skills for the 21st century, engaging them in a deeper understanding of mathematical concepts and their applications in real life. Drugog dana Sinergije, 26. oktobra, u prostorijama Fakulteta organizacionih nauka održala se Sinergija EDU dan, na kome su bile prikazane najnovije digitalne platforme i rešenja za sve nivoe obrazovanja. Na Sinergija EDU danu, mogli ste saznati o alatima, projektima i inicijativama koje menjaju obrazovne procese, poput podrške nastavi programiranja u petom i šestom razredu i Minecrafta za obrazovanje. Na koji način možete da koristite ove tehnologije u svojim učionicama mogli ste saznati od kolega iz Microsofta, Razvojnog centra Microsofta u Srbiji, naših inovativnih nastavnika i saradnika, kao i kolega sa FON-a. Fotografije sa Sinergije možete pogledati OVDE Ja sam održala radionicu o mom omiljenom Microsoft alatu. Pogađate, naravno to je - SWAY :) (Fotografije su "pozajmljene" sa sajta Sinergije) Od 10. do 11. februara 2018. godine u Beogradu je održan Državni seminar Društva matematičara Srbije za nastavnike matematike i informatike. Svečani deo seminara bio je posvećen obeležavanju 70 godina postojanja Društva matematičara Srbije i održan je u Jugoslovenskom dramskom pozorištu. Nekoliko fotografija sa otvaranja: Koleginica Jelena Kenić i ja smo imale čast da 11.2.2018. godine, na ovom veoma značajnom događaju održimo polusatno predavanje pod nazivom "Od učionice do Evrope na krilima matematike" u kome smo predstavile naš rad na međunarodnim projektima i tom prilikom smo ukratko predstavile eTwinning, Erasmus+, Scientix i Skype in the classroom (Microsoft in Education). Program seminara možete pogledati OVDE. Prikazale smo različite matematičke aktivnosti vezane za rad na mnogim projektima na eTwinningu pomoću kojih smo probale da pokažemo našim učenicima povezanost matematike sa svakodnevnim životom i da odgovorimo na njihova stalna pitanja: "Šta će to nama u životu?" Osim predstavljanja mogućnosti koje pružaju eTwinning, Erasmus+ i Scientix, ukratko smo prikazale i nekoliko matematičkih projekata sa Scientix platforme: Sierpinski Carpet (projekat o fraktalima), NeoTrie (geometrija u virtuelnoj realnosti) i Triseum - Variant: Limits (edukativna igrica za studente iz matematičke analize), dok smo kao primere korišćenja Skajpa u nastavi pomenule igru Misteriozni broj i čas o piramidama koji sam održala sa nastavnikom iz Egipta. Nastavnici matematike su, nadamo se, bili vrlo zadovoljni našim predavanjem nakon koga smo dobili lepe komentare. Zahvaljujemo svima koji su prisustvovali ovoj prezentaciji!
In August 2017 I was accepted to be the part of #TeachSDGs Ambassadors Task Force.
What that means? The Global Goals Educator Task Force launched its #TeachSDGs mission in hopes that other educators would rally around a single vision: a world where this roadmap to a better humanity is introduced and explored in every classroom on Earth. Our ambassadors are passionate global thinkers from many nations, co-leaders of the #TeachSDGs movement. Our ambassadors show initiative by:
My new eTwinning project is called "Sparks" and will involve SDGs. Join us! In September 2015, World leaders agreed to 17 Global Goals for Sustainable Development. Completion of these would end extreme poverty, inequality and reduce climate change by 2030. What are the Global Goals? What is Sustainable development? What can we do about it? Can we, little people, do something about this goals? Sure we can! We can learn about them... We can talk about them... Each of us can try to do some little thing - to save water and energy, not to waste the food, eat healthy and stay healthy, be aware of gender equality, keep the clean our envirement ... The Global Goals are only going to work if we fight for them and you can’t fight for your rights if you don’t know what they are. These goals are achievable if they are widely known. We can share awareness about this goals and spread the word... We can make some sparks and they can bring the light! We have the right to a better future! Let's learn what we can do about it! Let's learn some more about SDGs!
Na ovogodišnjem #HackTheClassroom događaju, koje organizuje Microsoft, Lekcija o fraktalima, koju sam napravila uz pomoć Sway-a, osvojila je drugu nagradu u kategoriji za učenike starije od 14 godina.
Microsoft Hack the Classroom takmičenje, osmišljeno je sa ciljem da nastavnicima širom sveta pruži platformu na kojoj mogu prikazati i podeliti svoje inovativne ideje u kreiranju nastavnih sadržaja. Ovo je jedna od mnogih Microsoft inicijativa u obrazovanju koja pomaže nastavnicima i profesorima da učine svoja predavanja dinamičnijim i pristupačnijim učenicima, što istovremeno unapređuje i način na koji njihovi učenici analiziraju i razumeju sadržaj. U razvoju Sway aplikacije je velikim delom učestvovao tim inženjera iz Microsoft razvojnog centra u Srbiji, a osmišljena je kao jednostavna, efikasna platforma za stvaranje prezentacija, izveštaja i interaktivnog, zabavnog deljenja sadržaja bilo kog formata – što je čini posebno pogodnom za kreativne i inovativne pristupe u nastavi. Microsoft pruža sveobuhvatnu podršku edukatorima koji žele da obrazovanje bude temelj inovacija i kreiranja bolje, održive budućnosti. "Anica Tričković se osvajanjem ove nagrade pridružila grupi inovativnih nastavnika i profesora iz Srbije, poput Ane Živković i Svetlane Radlovački, koji su zahvaljujući svojim kreativnim upotrebama savremenih tehnologija podigli nastavu i obrazovanje na nivo koji podstiče njihove učenike da žele da saznaju, nauče i postignu više." Sve lekcije koje su pobedile na ovom takmičenju, nalaze se na početnoj stranici Sway-a na Office 365 platformi za obrazovanje, i služe kao inspiracija nastavnicima širom sveta.
Evo kako je to izgledalo na proglašenju u direktnom prenosu (Anthony Salcito, Vice President of Worldwide Education at Microsoft - Microsoft)
Klikom na sledeće slike možete videti objave na Fejsbuk stranicama
Microsofta za Srbiju i Microsoft Partner u učenju
Sve pobednike ovog takmičenja i njihove fantastične lekcije možete videti OVDE ili klikom na sledeću sliku: Mediji o takmičenju
Radio 202, emisija "Ambasador", Septembar 2017.
Politika, 14.8.2017.
Emisija "Subotom", RTV Belle Amie, Niš 5.8.2017.
Blic, štampano izdanje, 4.8.2017.
Thanks to my dear friend Ian Kell, I'm virtually there again :)
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