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      <title>Мій сяючий padlet  by </title>
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      <language>en-us</language>
      <pubDate>2025-05-18 17:41:36 UTC</pubDate>
      <lastBuildDate>2025-05-19 07:17:27 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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         <title>Session 2: Memo page</title>
         <author>shb6gqbbpc</author>
         <link>https://padlet.com/shb6gqbbpc/59qlwyr3qcshat7y/wish/3455878699</link>
         <description><![CDATA[<p><strong>🌐 Cyber Wellness</strong></p><p>Cyber wellness refers to the positive well-being of internet users. It involves understanding online behaviour and being aware of how to protect oneself in cyberspace. &nbsp;</p><p><strong>🔐 Cybersecurity</strong></p><p>Cybersecurity is the practice of protecting systems, networks, and programs from digital attacks. These cyberattacks are usually aimed at accessing, changing, or destroying sensitive information; extorting money from users through ransomware; or interrupting normal business processes. &nbsp;</p><p><strong>🚨 Cyberbullying</strong></p><p>Cyberbullying is bullying that takes place over digital devices like cell phones, computers, and tablets. It includes sending, posting, or sharing negative, harmful, false, or mean content about someone else.</p>]]></description>
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         <pubDate>2025-05-18 17:46:58 UTC</pubDate>
         <guid>https://padlet.com/shb6gqbbpc/59qlwyr3qcshat7y/wish/3455878699</guid>
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         <title>Session 3: Infographic</title>
         <author>shb6gqbbpc</author>
         <link>https://padlet.com/shb6gqbbpc/59qlwyr3qcshat7y/wish/3455880368</link>
         <description><![CDATA[<p>Creating the infographic turned out to be more challenging than I expected. The biggest difficulty was organizing the information: I wanted to present it concisely but also meaningfully. Choosing to focus specifically on gamification didn’t come immediately — at first, it was hard to select just one trend, as all aspects of modern e-learning seemed equally important.<br>However, once I settled on the topic, the process became easier. I explored how gamification elements — such as points, badges, leaderboards, and story-based tasks — can influence student motivation and engagement.<br>I definitely see this technique being useful in my classroom practice. An infographic can visually explain to students how gamified learning works, or serve as a tool for analyzing educational platforms independently. It could also be helpful in methodological workshops or training sessions for colleague</p>]]></description>
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         <pubDate>2025-05-18 17:50:19 UTC</pubDate>
         <guid>https://padlet.com/shb6gqbbpc/59qlwyr3qcshat7y/wish/3455880368</guid>
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         <title>Session 4: My instructional video</title>
         <author>shb6gqbbpc</author>
         <link>https://padlet.com/shb6gqbbpc/59qlwyr3qcshat7y/wish/3455885982</link>
         <description><![CDATA[<p>In the video "Secondary English Using ICT" , three examples of technology integration are shown. In the third episode, students create video trailers based on books. They plan a script, brainstorm ideas, write dialogues, assign roles, and rehearse. Then they record the video using digital tools, edit the material, add subtitles or effects if needed, and present the final product.<br><br>This process integrates reading, writing, listening, and speaking skills, encouraging students to use the language in a real context. The option to re-record reduces anxiety and supports self-correction, while group work promotes communication. This method makes learning English more engaging, creative, and effective.</p>]]></description>
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         <pubDate>2025-05-18 17:59:35 UTC</pubDate>
         <guid>https://padlet.com/shb6gqbbpc/59qlwyr3qcshat7y/wish/3455885982</guid>
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         <title>Session 5: My instructional activity using Kahoot!</title>
         <author>shb6gqbbpc</author>
         <link>https://padlet.com/shb6gqbbpc/59qlwyr3qcshat7y/wish/3455887993</link>
         <description><![CDATA[<p>The Kahoot! quiz titled “My Daily Routine” is designed for middle school students (ages 11–13) at A1–A2 English proficiency level. The topic focuses on daily routines and telling time, helping students strengthen vocabulary and simple present tense usage. This activity targets key language skills: reading comprehension and basic sentence construction. The quiz includes 10 multiple-choice questions and is meant to last 7–10 minutes.<br>Using Kahoot! in the classroom enhances student engagement through gamified learning. It provides immediate feedback and fosters a fun, low-stress environment for practicing English. The competitive element keeps learners motivated, while the visual and interactive nature of the platform supports different learning styles. This activity is especially useful as a warm-up, for formative assessment, or to reinforce previously learned material.<br>I found the process of creating the quiz both rewarding and reflective. It encouraged me to think critically about the alignment between question difficulty and student level. In the future, I plan to use Kahoot! to support speaking and listening skills by incorporating image- or audio-based questions and group collaboration. Overall, Kahoot! offers a dynamic, student-centered way to make language learning meaningful and enjoyable.</p>]]></description>
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         <pubDate>2025-05-18 18:02:22 UTC</pubDate>
         <guid>https://padlet.com/shb6gqbbpc/59qlwyr3qcshat7y/wish/3455887993</guid>
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         <title>Session 6: Lesson plane</title>
         <author>shb6gqbbpc</author>
         <link>https://padlet.com/shb6gqbbpc/59qlwyr3qcshat7y/wish/3455917354</link>
         <description><![CDATA[<p>This is an English lesson plan for 5th grade students on the topic “My daily routine “</p>]]></description>
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         <pubDate>2025-05-18 18:55:13 UTC</pubDate>
         <guid>https://padlet.com/shb6gqbbpc/59qlwyr3qcshat7y/wish/3455917354</guid>
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