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B-Learning Implementation

Yahir Adrian Ortiz Estrella

Created on May 12, 2024

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Transcript

B-LearningImplementation

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A new learning experience

By Jesús López & Yahir Ortiz

Context

Objective of the project

Introduce a Virtual Learning Environment (VLE) in a real context, enhancing the student learning journey by integrating multimedia resources and gamification techniques for a dynamic and engaging educational experience.

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Duolingo Classroom

Our VLE: Canvas LMS

Course organization

Why choosing Canvas?

Use of modules section and flags to indicate the type of activities inside the course.

Reasons for choosing Canvas LMS as our Virtual Learning Environment.

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Alternative content

Duolingo classroom

Content created to help students who needed help accessing the resources.

Fostering the practice of English outside the classroom using gamification.

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Why Canvas?

Reasons for choosing Canvas LMS

  • Provides a student-friendly interface.
  • Adaptable for mobile devices with the mobile app.
  • The course navigation is intuitive and easily customizable to the course needs.
  • Allows the integration of external apps.
  • Open access and open source.

Course organization

Duolingo classroom

Duolingo for schools

  • Encouraged students to practice English outside the classroom.
  • Gamificated tool.
  • Increased motivation and competition among student.

Alternative content

Activity Booklet
Youtube Channel

Activity booklet Alternative material given to student who have problems accessing the platform or lacking electronic devices with access to internet.

Youtube channel Creation of tutorials to help students to know how to use the platform.

Challenges

Monitoring students' progress.

The context itself

Increased work load

Students' accesiblity to technology

We became content designers and creators in addition to the teaching practice in face-to-face sessions.

The context where the project was implemented lacked of resources to make a proper implementation.

Additional effort was made to ensure students participation in both face-to-face sessions and platform activities.

Some students had problems accessing to the platform due to lack of internet access or electronic devices

Project progress

We succeeded in providing students with access to the resources and activities designed.

34 (22 + 12 booklets)

Project results

The overall average of our Top 15 is 14% out of 20%, which represents 70% of the group's performance.

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We achieved the engagement of 21 students in the Duolingo application, with an average time investment of 5 hours per student.

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We experienced a notable improvement in the group performance, increasing from 39.6% to 75% in a period of one week.

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We achieved a participation rate of 60% of the students on the platform (Canvas), with an average time spent of 56 minutes per student.

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Conclusions

  • Using technology in our classroom provides a new world of possibilities thanks to the resources we have online.
  • Blended learning allows to provide students with a variety of learning resources in different modalities in addition to combing the best of two modalities: Face-to-face sessions and online learning.
  • We should consider alternative resources such as printed versions of the material for students who lack of technological resource.

Thank you for your attention!

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Project description

  • Canvas LMS platform was selected as the virtual learning environment (VLE).
  • Duolingo Classroom application was used as a reward strategy.
  • The implementation was carried out in the Andrés Quintana Roo middle school with a 1st grade group composed of 38 students.
  • It was conducted over a period of three months and comprised five face-to-face sessions.