New game
Download
Get Academic Plan
Share game
Crossword Puzzle
Crossword Puzzle

KKO: De principes van MISC

Integrate it into your platform

You can integrate the game into an LMS compatible with LTI 1.1 or LTI 1.3 such as Canvas, Moodle, or Blackboard. This way, the scores will be automatically saved into the platform’s gradebook.
Download
You have exceeded the maximum number of games you can integrate into Google Classroom with your current Plan.

To integrate as many games as you want in Google Classroom, you need an Academic Plan or a Commercial Plan.

You have exceeded the maximum number of games you can integrate into Microsoft Teams with your current Plan.

To integrate as many games as you want in Microsoft Teams, you need an Academic Plan or a Commercial Plan.

Downloading games is an exclusive feature for users with an Academic Plan or a Commercial Plan.

Get your Academic Plan or your Commercial Plan now and start integrating your games into your LMS, website or blog.

If you wish, you can download a demo game here and test its integration:

KKO: De principes van MISC

Crossword Puzzle

Played 3 %Accuracy 100 Average time 01:36

About this activity

Kato Huysmans
1BAKO
2025 - 2026

Created by

Belgium

Download the paper version to play

Make your own free game from our game creator
Compete against your friends to see who gets the best score in this game

Top Games

%
Anonymous
Anonymous
%
%
%
You have exceeded the maximum number of games you can print with your current Plan.

To print as many games as you want, you need an Academic Plan or a Commercial Plan.

Print your game
KKO: De principes van MISC
 

Crossword Puzzle

KKO: De principes van MISCOnline version

Kato Huysmans 1BAKO 2025 - 2026

by Kato Huysmans
1

= aandacht trekken en houden = bedoeling (intentie) met gemedieerde leerinteractie opzetten

2

= betekenis gaan aan een prikkel = waardering uitdrukken voor een voorwerp, persoon of gebeurtenis = iets 'in de kijker' zetten

3

= hier en nu overstijgen en verder gaan = verbanden leggen: leerprikkel naar andere materialen/ ervaringen

4

= kleuters aanleren 1e te denken dan te doen = zichzelf sturen en bijsturen

5

= kleuters aanleren 1e te denken dan te doen = zichzelf sturen en bijsturen ≈ gedragsregulering

6

= gevoelens van het kunnen doen = kleuters kunnen zelfs niet beoordelen hoe goed gedrag/handeling is

4
5
6
1
2
3
Are you sure you want to leave the page?

If you leave the page, you will lose your game progress.