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LEARNING BY PLAYING

2017-1-ES01-KA201-0383592017Strategic Partnerships for school educationfinalized
Countries: ES|UK|IT · Grant: €179,785
Key Competences (incl. mathematics and literacy) - basic skillsEarly School Leaving / combating failure in educationICT - new technologies - digital competences

Project summary

Aprender Jugando is an initiative proposed by organisations in Spain, Italy and the UK. The partners are primary schools, public research and curriculum supervising organisations, and small companies and non-profit organizations of civil society, who develop training materials with innovative approaches and formats. The main objective of the project is to improve the acquisition of key competencies in the disciplines of Mathematics and Language by primary school pupils, particularly in the second cycle, as a means to improve academic performance and to prevent early dropouts. In addition, the proposal addresses measures to transfer the method to other matters, other educational cycles and other school centres. To achieve these goals, the project aims at developing an educational resource consisting of an interactive playful software, which will challenge the pupils with the resolution of assignments, inspired by the games of chess and wordwrangler. The resource addresses practical use and application of competences and skills included in the official curriculum and it incorporates a teacher's guide of technical nature. This resource is complemented by a Methodology Gudie with audiovisual format and didactic purpose to facilitate the practical transfer to the educational curriculum of school centres and to extend the scope to other educative cycles and other matters. The project will directly involve about 150 students, 20 teachers and 20 experts in different essential disciplines for the creation of the resource during the development and validation phases. It also aims to directly reach about 500 people from the target groups in the dissemination and promotion phases foreseen in the implementation of the project, and some 1500 as a result of the global multiplier effect of the dissemination events and the promotion through electronic channels like the webpage of the project. The products are designed to be used by participating schools and to support the teachers in the classroom. They will be made available to the public through the project website and the products repository enabled by the Erasmus + programme, as well as promoted to other countries through dissemination platforms to share educational resources like e-twinning and School Education Gateway. In the medium term, through the integration of the project results in the educational programme of the participant school centres, and through the multiplier impact achieved with the dissemination events, the initiative aims to gain sustainability. The partners envisage the transfer of the resources to other schools and the support to competent local and regional authorities in the field of child education, who may decide to expand its scope and application. Finally, the partnership expects to continue collaborating on such initiatives in the future and to apply the knowledge acquired in the implementation of the project to develop new tools and pedagogical approaches helping to improve the quality of education provided to their pupils.

Final report summary

Aprender Jugando is an initiative carried out by organizations from Spain, Italy and the United Kingdom. It includes schools, public research and curricular supervision organizations, and nonprofit companies and civil society organizations that develop training materials with innovative approaches and formats. The project has helped to improve the acquisition of key competences in the Mathematics and Language subjects by elementary school students, as a measure to improve academic performance and prevent early school leaving, which was the initial objective of the project proposal. In addition, this objective has been extended to other educative cycles, including early childhood education, adapting a part of the results developed with the project, and complying with a measure already foreseen in the initial proposal. The project has developed an educational resource consisting of an entertaining interactive software, which proposes the resolution of exercises, inspired by the game of chess and the game of wordwrangler. The resource addresses practical applications of curricular elements contained in the official curriculum and incorporates technical indications for the teacher, self-contained in the exercises themselves. This resource is complemented by a second result: a Methodological Guide with audiovisual format and didactic purposes to facilitate the practical transfer of resources developed to the curricular programming of schools, and to extend the scope of application to other educational cycles and other subjects. The main component is teaching units aimed at teachers, which are completed with additional resources and examples of good practices compiled by the Partnership itself. The project has complied with the objective of directly involving about 150 students, 20 teachers and 20 technicians in different essential areas for the creation of the results, during the development and validation phases. In fact, this goal has been almost doubled. The objective of directly reaching more than 500 people from the target groups (schools, teachers, students and civil society entities related to school education) in the dissemination and promotion phases carried out during the implementation have also been fulfilled, as well as the objective to reach a total of about 1500 people from these groups through the multiplier effect of the dissemination events and electronic channels such as the project website. The products are designed to be used by participating schools in support of teachers for the delivery of official curricular subjects, and have been made available to the public openly through the project website and the product repository enabled by the Erasmus + program. Preparations have also been initiated to promote the results through platforms for disseminating educational results internationally. In the medium term, and through the integration of the results in the curricular programming of the participating schools, and the multiplier effect of the promotion and dissemination activities, the initiative aims to achieve sustainability. In fact, the transfer of the resource to other schools and support to competent local and regional entities in the primary education sector have already been achieved. Some organizations have shown explicit interest in promoting the results in their areas of competence in the three participating countries. Finally, the Partnership hopes to continue collaborating in this type of initiatives in the future and to apply the knowledge acquired in new tools and pedagogical approaches that improve the quality of the teaching provided to their students and to inspire other schools.

Project partners (7)