THE ACTIVITY

WHAT is CODEMA GO?

CODEMA GO is an interdisplinary project, Biology and Geology Secondary 1st grade, Technology Secondary 3rd grade (included in the bilingual project). For this reason English and Spanish are used. 




WHY this name?

The idea came from the worldwide known game POKEMON GO. 

WHO FOR

Audience Target: 
  • students from differente levels, 1st and 3rd grade, organized in groups of 4 (2 from each level).
  • There are, aproximately, 100 students from each level, divided in 4 groups (4 classrooms). Therefore, almost 200 students participante in this activity. 
  • Erasmus+ students and teachers. The activity was included in the program of the movility that took place at our school. 

WHAT FOR? the aims

  • Students from different grades help and learn to each other.   
  • Improve and learn curricular contents and fun facts related to those subjects. 
  • Gaming learning
  • Learn how to use augmented reality apps 
  • Use smartphones  responsibly 

WHEN it takes place?

  • After having studying the curricular contents in class. 
  • First group did the activity at the end of January and the last group at the end of March. In April worksheets are reviewed and we finish with the feedback and metacognition. 

HOW the activity is designed and performed? 

By joining Wallame (virtual reality app that works by geolocalization. ), QR reader and the contents. 


               



Every group is handed out a book (see page books).  Students have to scan a QR code to discover the questions. Each technology and biology questions have their code. Then, students have to follow directions to find the asnwer using Walleme. Each pair technology-biology answers are hidden in a wall (see tutorial). When the wall is discovered, a photomontage appears and students have to read and interpretate the answers. Answers have to be recorded in the worksheet that is included in the book.

In a few words: gaming to learn. 


WHY this design?

Because by combining innovation, technology, interdisiplinarity and gaming students feel more motivated. Moreover, we are involved in a school change metodology, therefore this activity perfectly fits with R+I+i development in the school.



Gamification in the classroom, using virtual reality...it sounds interesting!


Discover this blog for further detail!

APPS AND TEACHERS' MATERIAL

APPS USED BY STUDENTS


  • Wallame: augmented reality app (hide messages in the real world, geolocalization) 
  • I-nigma: QR reader 


MATERIAL CREATED BY TEACHERS (to find the files, go to page dowload) 


  • Biology and technology questions/answers (16)  
  • QR codes for each question (unitag.io/es/qrcode) (16) 
  • Picture that represents the answer or containing a hint to guess the answer (16) 
  • Paired  biology with technology questions (16 pairs) 
  • Make a photomontage for each pair (16) 
  • Decide and locate on a map 8 points (in the playground) on which a wall will be hide and then geolocalized by students using the app.  
  • Take a picture of an object or surface for each point and upload the photomontage. For each point this is done twice because two routes are created (opposite direction) 
  • Layout and print the books
(go to page download to find the questions, answers, QR and photomontages)