Health & Well-being AOLE

Here are some examples of activities which can be done using digital technology to support the Health & Well-being AOLE.

These could be adapted to suit the topic or theme in the classroom.

Learners should develop their ability to demonstrate their understanding of that knowledge in various media.

The teacher's role is to ensure that learners are equipped with the knowledge of the subject area and an understanding of the tools to express what has been learnt.

There are no specific subjects mentioned in the Guidance on Hwb when designing your curriculum; it does say 'The five statements of what matters should be viewed holistically.' For this reason, I have tried to break down the Statements of what matters to their most related 'subject' area.

Health & Well-Being

Hwb Applications

Adobe Express

Physical- Learners could create explainer videos on how to perform a closed physical activity e.g. free-throw, penalty. Create infographics, webpages presentations about sports. 

PSHE- Create videos using different social media types to show what has been learnt/understood on different PSHE aspects.

Social influences- By generating social-media-style pieces of work, learners can understand the 'tricks' used to engage them in using more social media.

Relationships- Learners can create work to explain what constitutes a healthy relationship, and they can create positive 'self-help' style media posts.

Britannica Education

Physical- Learners can research the effects of physical activity and different types. They can look at the history of different sports.

PSHE- Learners can develop a deeper understanding of the aspects of PSHE by researching different elements. 

Social influences- Learners can look at the history of different Social influences recorded over time and deepen their understanding of the impact they can have.

Just2Easy

PSHE- Create animations/coded interactions between characters/sprites to show interactions to exemplify a learner's understanding of personal, and social interactions.

Relationships- Learners can use the J2E tools to create work in which they explain what they have learnt, and how to include the feelings they have understood in what they have covered in the classroom.

Minecraft for Education

PSHE- Learners can make use of the Social Emotional worlds to support the development and understanding through the activities already created on Minecraft

Relationships- Learners can use the Equality and inclusion worlds to develop an understanding of social justice, identity and tolerance.

Some examples

Laps of the track example

PE- Using a spreadsheet learners can keep track of the number of laps that they are covering. These can then have formulas added to them to calculate total distances/averages, and allow learners to organise their data. 

This can be replicated for other sports; athletics to find averages, basketball to keep track of shot percentages etc.

PE- Using a Flip as a screen-recorder learners can overlay themselves onto a photo/presentation/video of an activity/sport and give an analysis of the activity. 

Videos like this could be created to explain closed skills which learners use in sports they play.

PE- GoNoodle has numerous dance routines which support learners' understanding and memory of curriculum facts through the use of dance movements. 

PE- CosmicKidsYoga online yoga sessions for learners to follow stories which introduce and develop yoga poses.

There is also support for teachers who wish to become Cosmic Kids Yoga instructors themselves.

Possible Classroom Activities

Podcasts

Using Podcasts in the Classroom

Learners being able to create their podcasts will allow them to explain what they have understood about a topic they have been learning about. A podcast allows learners to interact and share information in a 'semi-formal' manner. They can plan their conversation and have a lead 'interviewer' who can direct the conversation with questions, they will need to develop their listening skills to allow their conversation to not seem scripted. TIP...the less scripted content the more real the conversation.

Videos

Create Videos to explain what has been learnt and understood in the classroom

Learners can use several apps within the Hwb platform to create Videos. In creating Videos learners can be asked to write scripts for the videos they are making, planning the images/videos they add to their final presentation. 

Scripts can be created that fulfil the success criteria of the subject area the video is about. 

Peer assessment can take place to check the content of the videos fulfils the criteria set. This also allows learners to consolidate their understanding of the subject area.

Websites/Webpages

Create Websites/ Webpages to explain what has been learnt and understood in the classroom

Learners can create websites or webpages which show what has been learnt, these could be on topics/areas covered in class.

Learners can record the processes they have been through, showing research and explaining the learning and choices that have taken place and been made.

Minecraft

Using Minecraft in the Classroom

Minecraft can be used in several areas of Health & Well-being.

Learners can make use of the worlds that have been created to support an understanding of:

Social & Emotional

Equality & Culture