Lesson Plans

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    • Age 11 - 15
    • Hours 1 - 3
    Students will use the coding tool Scratch to recreate their favourite scene from the chosen book then add it to The Living Library.
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    • Coding
    • Scenes
    • Scratch
    • Age 10 - 11
    • Hours 1 - 1.5
    Pupils have already familiarized themselves with various stories (folk stories, fairy tales, worldwide known books) with dragons as the main characters.
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    • Creative Writing
    • Dragons
    • Pic Collage
    • Quiver
    • Tablets
    • Video
    • Age 13 - 15
    • Hours 2 - 3.5
    The lessons are organised on the Flipped classroom methodology, based on giving materials for students to study at home, while during the class time students analyse the dates, build arguments and express ideas in a debate on Using Hydrogen as fuel: advantages and disadvantages. Then, they identify the effects of the air pollution due to the combustion gases products in the area they live.

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    • Augmented Reality
    • Environment
    • Video
    • Age 10 - 11
    • Hours 2 - 3
    Development of activities, in order to get the students familiarized with the author and the general content of the book.
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    • Augmented Reality
    • Coding
    • Tablets
    • Age 10 - 11
    • Hours 1 - 1.5
    Performing and presenting the group tasks.
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    • Augmented Reality
    • Tablets
    • Age 10 - 12
    • Hours 1.5 - 2
    The lesson aims at teaching English as a foreign language and develop pupils` reading, writing and digital skills while raising awareness on environmental issues.
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    • Augmented Reality
    • Aurasma
    • Creative Writing
    • Environment
    • Pic Collage
    • Quiver
    • Age 12 - 14
    • Hours 1.5 - 3.5
    After reading different short fragments of literature in the previous lessons, students do activites meant to encourage expressing opinions, likes/dislikes, creating short fragments/dialogues about the characters from a fragment called "Characters larger than life".
    The actvities in this lesson can be done with any reading text referring to famous characters from books or films.
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    • Aurasma
    • Creative Writing
    • Kahoot
    • Pic Collage
    • Pixton Comic Maker
    • Quiver
    • Tablets
    • Age 13 - 15
    • Hours 2 - 3
    The lessons are organised using different methods and strategies: practical experiments, Flipped classroom methodology, Project Based Learning (PBL), Critical thinking. Students work in group, make different experiments, compare the information obtained from videos, online magazines or textbook with those experimentally observed. Students discuss and find the positive and negative effects of using electricity on the environment and on their own health. Students collaborate to make projects about ways to reduce electric energy consumption in home and school.
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    • Aurasma
    • Environment
    • Pixton Comic Maker
    • Age 10 - 11
    • Hours 1.5 - 0.5
    Summary of the book “The Widow and the Parrot” by Virginia Woolf and where the action takes place.
    The students search for online information about countries of the United Kingdom (Wales, England, Scotland and Northern Ireland).
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    • Tablets
    • Age 12 - 13
    • Hours 1 - 2
    Students will understand the interaction of the bodies through the gravitational field. Students will collaborate and develop projects in which they will apply the knowledge learned using Zappar, StoryJumper and HP Reveal (Aurasma).
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    • Aurasma
    • StoryJumper
    • Zappar
    • Age 13 - 15
    • Hours 2 - 3
    After reading the first part of the story in a previous English lesson students read now the fragment when Nat, a farm worker, has gone to meet his young daughter, Jill, from the school bus. The text is approached using augmented reality elements.
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    • Augmented Reality
    • Creative Writing
    • HP Reveal
    • Kahoot
    • Pic Collage
    • Pixton Comic Maker
    • StoryJumper
    • Tablets
    • Age 11 - 13
    • Hours 2 - 3
    Students read, speak and write about the last chapter of the book using augmented reality elements
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    • Augmented Reality
    • Creative Writing
    • HP Reveal
    • Pic Collage
    • Pixton Comic Maker
    • StoryJumper
    • Tablets
  • Age 12 - 13 Hours 1.5 - 2 This story aims to call students' attention to environmental threats and environmental protection.
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    • Kahoot
    • StoryJumper
    • Tablets
    • Age 11 - 12
    • Hours 2 - 3
    Students will be able to talk and write about the characters of the book Ulisses, their physical appearance and personality.
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    • Creative Writing
    • Padlet
    • Pic Collage
    • Popplet
    • Age 11 - 13
    • Hours 2 - 3
    Durante a mobilidade em Portugal, os diferentes grupos da turma apresentam os trabalhos que realizaram em aulas anteriores, acerca da obra O Principezinho, com recurso a diferentes Apps
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    • Augmented Reality
    • Age 13 - 15
    • Hours 1 - 2
    This lesson aims to increase students' interest in reading, enhancing the text by finding new connections with real life. Students will develop their personal skills: communication, critical thinking, digital skills and enrich their vocabulary.
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    • Creative Writing
    • Pic Collage
    • StoryJumper
    • Tablets
    • Age 9 - 12
    • Hours 2 - 4
    Using the Tour Builder environment students create Phileas Fogg's diary during his trip around the world.
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    • Creative Writing
    • Maps
    • Age 9 - 12
    • Hours 2 - 4
    The children use their imagination to write a new adventure of Fogg at a location of their own choice.
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    • Creative Writing
    • StoryJumper
    • Age 9 - 12
    • Hours 2 - 6
    Through studying the book, students had the opportunity to discover the means of transport at the specific period of time, to explore them, to make assumptions and to create their own imaginary ones during their art lesson. By applying Padlet and writing their own creative writing texts during their Greek language & literature lesson, they then created their own Padlet walls whose Qr codes were placed at specific points in the book to incorporate augmented reality into the book they were studying with the aim of making it even more interesting.
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    • Age 9 - 10
    • Hours 0.5 - 1
    Students will develop their reading skills, communication, develop their vocabulary and use digital devices. They will unravel the message of this story and will connect with real life, with the moment they have met or heard.
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    • Kahoot
    • Quiver
    • Tablets
    • Age 9 - 9
    • Hours 1.5 - 3
    This lesson aims to increase students' interest in reading, enhancing the text by finding new connections with real life. Students will develop their personal skills: communication, critical thinking, digital skills and enrich their vocabulary.
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    • Creative Writing
    • Kahoot
    • Tablets