Mao is a beautiful cactus whose owner is Mag. Nancy Esther Ruíz. She wants to share with us its story:
Mao came to my life as a pet in 2014 when a nursing student called Mauricio gave it to me, I was very grateful to him for this precious present. He was really happy with me as a real son. When I traveled to The United States, my Little Mao got sick, as I was far away I couldn´t do anything, but when I got back I got sad because I saw him really sick.
I prayed for him but he didn´t get better, so when I returned to Colombia, I was invited to give a speech about hope, this speech was really special because it was for elderly people, most of them were women, before the presentation I asked the Lord to lead me to do my best and my question was: Lord! What should I use? I felt he answered: Use What you have!!!
I said ok, I only have Mao and he is dying, but I´ll take him. I took him to the presentation and those people were sad and bored about their lives and I asked them to give hope to Mao because he was dying…
And…Guess What!!!
Those people gave him hope, they told him sweet words and suggestions… At the same time the dying called Mao influenced them through the Holly Spirit, he changed the context giving hope to those who were not happy a few minutes before, they didn’t know they had something to give but they found a little honey inside their hearts, to share with Mao.
WOW!
A week later, he got better and now he is giving hope to a lot people because I decided to tell his story to all those people who can influence others planting hope in their hearts
This student book has a special methodology form that wants students to learn in a meaningful way. That´s why you can find different activities that are shaped under the storytelling and gamification view. At the point of solving or teaching through this material is necessary not to forget the real aim of this product. For that, we´re sharing with you a definition of every concept:
The gamification of learning: is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning.
Storytelling: allows teachers to enter the lives of students as they're forming a sense of self-identity. It promotes a sense of community and belonging, enables relationship networking, allows participants to engage in sense-making, helps develop empathy and self-confidence, and facilitates learning (Zepeda, 2014).
Let your students learn while they are playing and having fun!
To play the audio and look at the scripts you have to scan the next QR