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Collection of Reviewed Teaching Resources

Renewable energies - Future perspectives

Subject taught
- Biology


Type of Product
- Gamification

Language Skills Developed
- Interaction
- Reading

Transferable/Scientific Skills Developed
The ability to gather information - The ability to extract key elements - Attention to detail - Ability to think quickly -The ability to make decision under pressure -Reading materials in a foreign language

• General aims
To sum up the topic or revise the topic: Renewable energies - Future perspectives
• Linguistic aims
- use proper grammar structures
-learn and use a specific vocabulary
- learn new definitions
• Subject specific aims
-The difference between non-renewable and renewable energies with examples
- advantages of using renewable energies
-disadvantages of using non-renewable energies
- eco-friendly patterns to follow
-react and answer quickly and correctly

• Target group age
• Level of competence in English (CEFR)
• Time required to use the resource with the students
10 minutes
• How to use it
It can be used as a way of repeating a new material or as a way to revise before the test.
Students can work in pairs or alone because it is a game and they can exchange their opinion and check if their answers are correct or not. They need to have a mobile wit the internet connection. This game can be used as well as the conclusion of the lesson, students can check how much they remember and what vocabulary is too difficult for them and it gives fed back what they have to practice more. During the game they can repeat new vocabulary, and improve their knowledge about the topic. As it is a game it makes a lesson more interesting and the competition between students can motivate them in the positive way.
• Possible difficulties for the students
- Lack of vocabulary
-Lack of knowledge about the topic

• Strength - It is a game, so it is fun - A new method which is used to make a lesson more interesting - A possibility to use TIC • Weakness - It is difficult to find out if the correct answer which is marked by the student is done because of the knowledge or the good luck - Possibility of random answers • Scientific reliability -All pieces of information which are shown in the game are true, -the pictures used in the game are accurate, - a teacher can rely on this game. • Pedagogical value (e.g. collaborative learning, self–directed learning, peer assisted learning, etc) Increasing memory performance - Deepens understanding - Collaborative learning - Adds fun to learning - Creates awareness - Repeating new vocabulary and new material