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05. Case studies

This resource provides excamples of maker-based activities implemented to foster inclusion and participation

Germany

Reconstructing the Ancient Airport in Messestadt Riem with 3D Modelling

This case study explores how 4th-grade students used 3D pens, Tinkercad, and Google Maps to reconstruct the ancient airport in Messestadt Riem. The project allowed students to combine historical learning with modern technology to create a map of the ancient airport with google maps and ancient photos and construct detailed 3D models of the ancient buildings of the site.

Soldering a BrizzleBot in a 3rd Grade Inclusive Classroom: A Hands-On Learning Experience

This case study highlights a third-grade inclusive classroom where students participated in soldering a BrizzleBot, an educational robot. It explores the learning process, challenges faced, and solutions implemented to ensure all students, including those with special needs, could successfully engage in this hands-on project.

Creating a City with Traffic Solutions: Coding with Ozobot in a 4th Grade Inclusive Classroom

This case study highlights how a 4th-grade inclusive classroom engaged in building a city model with traffic issues, using Ozobot robots to solve problems through coding. Students learned both urban planning concepts and basic coding, promoting teamwork, problem-solving, and creativity.

Creating Stories with ScratchJr in a 2nd Grade Inclusive Classroom

This case study explores how a 2nd-grade inclusive classroom used ScratchJr to create their own stories. The project allowed students of all abilities to engage in storytelling, coding, and creativity, fostering collaboration, problem-solving, and digital literacy skills in an accessible way.

Poland

Sending a message by light or sound

This case study explores how students learn Morse code and use light and voice messages from micro: bit to send messages to each other. Learners can play with light and sound to send information to each other. The possibility of transmitting information using light or sound signals may seem surprising to them.

Minecraft Education - The Frog Prince - for Beginners

This case study explores the introduction of This case study explores how Minecraft Education was introduced to students, emphasizing its differences from the classic version. The teacher demonstrates the user interface, how to control the character, move, build, and utilize the tools and resources available, preparing students for completing tasks later in the lesson.

Spain

Fostering Inclusion through Making Education at Colegio Purísima Concepción, Granada

At Colegio Purísima Concepción in Granada, students with special educational needs participated in inclusive making activities that combined hands-on creation with technology, promoting engagement, creativity, and social integration.

CEIP Gumersindo Azcárate, León – Inclusive Education through Technology

At CEIP Gumersindo Azcárate in León, technology is seamlessly integrated into the learning process from early childhood to primary education. Students use a variety of digital tools and platforms to enhance learning, promote inclusion, and engage with interactive content in a collaborative environment.

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the Nationalen Agentur im Pädagogischen Austauschdienst. Neither the European Union nor the granting authority can be held responsible for them.

Project n.  KA210-BY-24- 12-247490

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