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Promethean Activote PoweredVote 2 LearnCurriculum Online
Vote to Learn – Interactive learning using Promethean Activote
Students voting with v-gadgets

The Science, Maths and Technology v-gadget Pack covers 100 topics that incorporate multiple voting based activities for use with Activote handsets. It is hard to envisage but the v-gadgets literally generate millions of unique voting questions and activities automatically. Unlike ad-hoc voting, all auto-generated assessment question data - and pupil responses - are automatically stored. These unique flash based v-gadget activities react dynamically to student responses from Activote and extend the handsets to accept multiple button presses as a response to a single question. This allows coordinates to be entered as a response or a sequence of button presses to be used.

Life Cycle of a Frog start state Life Cycle of a Frog results Life Cycle of a Frog end state

For example the "Life Cycle of a Frog" activity requires that 6 buttons are pressed in the correct sequence. A "step by step" option allows the teacher to manage the process.

Children are represented by their own named character at the bottom of the screen that lets them know when to vote and indicates to the child, and teacher, individual voting progress through the activity.

Voting results can be displayed when the teacher decides. Results can be displayed in a variety of formats - as a table, pie chart, bar or tally chart, to support data handling using classroom generated data. Votes cast for each option can be displayed as a number or a percentage in the bar graphs and pie charts to support this.

The pack includes extensive guidance and help for the teacher within each v-gadget, and is available with either English or Scottish Curriculum mapping.

  • works with Activote on any make of interactive whiteboard
  • on-board, named, student icons display voting progress
  • pupil votes are stored for later analysis
  • extensive step-by-step help incorporated into each v-gadget
  • results displayed in a variety of formats to give instant feedback
  • sound and visual cues to reinforce learning
  • supports teaching of data handling
  • optional configurable timer
  • easy to follow colourful activities

So are you wondering what you need to start voting?

Examples of voting activities
Different Cams Shapes

Different Cam Shapes

In this v-gadget students vote for the two cams that will lift the follower twice per rotation. After the voting results are displayed the teacher can play the animations to ensure understanding.

Seesaw Balance

Seesaw Balance

This Maths v-gadget requires students to balance the seesaw by voting to position characters to the left or the right. This is an example of a problem solving activity.

Healthy Living

Healthy Living

Another example is the Healthy Living activity that uses a Likert scale to inform a Healthy Eating Compass. This is an example of a survey voting activity.

Examples of how to use v-gadgets in the classroom:

Example 1: Classifying and sorting

Fruit or veg v-gadget

In these v-gadgets the vote determines the classification - for example distinguishing fruit from veg. or whether shapes are two or three dimensional.

Example 2: Mathematical Practice

Times table v-gadget

These are activities with a large number of automatically generated questions, for example the times tables v-gadget. All question data is automatically stored unlike the ad-hoc voting approach.

Example 3: Visual Problem Recognition

Seesaw balance v-gadget

These are more complex activities that first require the pupil to interpret what the problem is from its visual representation for example "Seesaw balance".

Example 4: Developing Spatial Awareness

3D nets v-gadget

Activities that need spatial awareness skills such as the v-gadget that asks pupils to identify congruent shapes or matching a 3 dimensional object with its "net".

Example 5: Use of Coordinates

Shoot the UFO v-gadget

Coordinate based activities requiring two buttons to be pressed in the correct order, requiring higher level thinking by the pupils.

Example 6: Prediction

Experimentig with melting ice v-gadget

Activities that involve pupils making a prediction of an outcome and then seeing the result - for example the Experimenting with ice cubes v-gadget.

Example 7: Estimating

Fill the box v-gadget

Estimation activities require the pupils to make an estimation of quantity - for example estimating how many cubes will fill a cuboid.

Example 8: Sequencing

Growing older v-gadget

This requires multiple button depressions in the correct sequence - e.g. place the 6 people displayed in order of their age. There is also a step-by-step option available to the teacher.

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