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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Patterns: Lesson pack
Children may know patterns from their clothing (think of striped patterns, flowers, balls, unicorns ...) But you also come across patterns in many places in everyday life, just think of the bricks of the walls or the rows of colored pencils in …
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Silhouette: Lesson pack
Silhouettes spontaneously remind us of sunsets on summer beaches. You think of dark figures on the beach, of which you can only see an outline. Everything else is black. That is the result of backlighting.
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Human rights versus sport in Qatar: Google Classroom assignment
A worksheet with assignments for reports from Karrewiet about the world championship in Qatar.
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History of radio and television: ICT assignment
Research task on the history of radio and television. The students situate the events on a timeline and briefly summarize what happened.
The improvement key was also shared.
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Comparing historical sources: Lesfiche 3.12
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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Exploring ancient Greece: Lesfiche 3.11
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 can 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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Connecting with the world of life with excerpts from games: Lesson 3.6
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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Choices and dilemmas in World War I: Lesson 3.4
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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