Lesmateriaal, apps en tools én concrete inspiratie voor ICT-eindtermen
ICT is een middel om de eindtermen in het onderwijs beter te bereiken. Leerlingen leren een computer, tablet, het internet gebruiken om sneller een oplossing te vinden, informatie op te zoeken, vaardigheden te oefenen, zelfstandig te werken …
ICT kan ook een doel zijn, bijvoorbeeld voor het vak programmeren of in een informatica-opleiding.
Zoek je inspiratie om digitaal aan de slag te gaan in je klas? Wil je handleidingen of suggesties voor goede apps en tools? Op deze pagina vind je die inspiratie, netjes geordend per eindterm voor lager of secundair onderwijs.
- Bekijk de acht eindtermen voor lager onderwijs op KlasCement.
- Bekijk de eindtermen voor de eerste graad van het secundair onderwijs, geordend op basis van het Digcomp framework.
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Ella, the cyber heroine: Cyber security lesson project
Ella, our cyber heroine, has an insatiable curiosity, enjoys solving problems and is extremely interested in technology. When her friends get into trouble due to a cyber hack, she immediately comes to the rescue. Discover how Ella and her friends …
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Sexting@school: Teaching package
Educational material about sexting for teachers, youth workers, youth, parents.
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A treasure hunt in the vicinity of the school: Lesfiche 8.3
In this detailed lesson example you see how a game can be used in your lesson. The lesson sheet contains information about when and why you would use this type of lesson and what the lesson looks like. You can find the games that you can use for …
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Advertising agency in the classroom: Assignment
Lesson site where students are instructed to design promotional material for the school. They can choose to:
- to make a promotional video of the school;
- design a flyer for the school;
- design a poster for the open house;
- or create an information …
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Website (23)Teacher, ICT co-ordinator, … -
Increasing involvement with a questionnaire or statement game: lesson sheet 8.2
In this detailed lesson example you see how a game can be used in your lesson. The lesson sheet contains information about when and why you would use this type of lesson and what the lesson looks like. You can find the games that you can use for …
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Making a video: Cross-curricular assignment
This assignment is cross-curricular. The students use the Biteable program to make a film about themselves. The assignment is structured according to the OVUR method. The students also work on social skills and learning to learn with these …
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Biteable: Step-by-step plan
Step-by-step plan to make a movie with the Biteable website.
Intended for the learners, can be used in different contexts:
- have students introduce themselves;
- have students make a promotional video of the school;
- have students present the subject …
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Getting started with digital storytelling: Guidance
The guideline Getting started with Digital Storytelling: a strengthening methodology for the integration of vulnerable target groups is a practical manual for working with a group on strengthening 21st century skills. Not only digital skills, …
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Ten answers for parents of children who are active online
Even before they leave primary school, children often become active online and are confronted with problems such as sharing sensitive information online, scams, fake news, cyberbullying, dangerous challenges... Adults are responsible for protecting …
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Media literacy: Learning path
The Media Literacy Learning Line summarizes which media literacy competencies an average child should develop at every age. She gives substance to the final objectives and curricula according to the framework of the Mediawijs Competency Model. A …
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A Guide to Report Inappropriate Content on Social Media
The purpose of this guide is to provide students and educators with adequate information on what to do to report inappropriate or offensive content to administrators of a social media application.
The social media applications that will be discussed …
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PLAY: Educational package about responsible gaming and leisure activities
PLAY is an educational package developed for young people between the ages of twelve and fourteen. It is based on a positive approach to give young people insight into their own gaming behavior and that of their peers.
PLAY wants to help young people …
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