Back to search

Gamify it!

2020-1-CZ01-KA229-0784332020School Exchange Partnershipsfinalized
Countries: CZ|PL|ES · Grant: €76,832
International cooperation, international relations, development cooperationPedagogy and didacticsTeaching and learning of foreign languages

Project summary

The main objective of the project is the development of the language competences of the students in the field of foreign language through gamification. The main objective will be achieved through the implementation of the project activities that are linked to the specific objectives, which are: - Motivation of the students to develop the foreign language in the humanities and science fields - Support of teaching the non-language subjects (humanities and science) in a foreign language through gamification - Development of the competences of the teachers to use a foreign language in the non-language subjects - Involvement of schools in an International partnership and cooperation - Creation of shared outputs that can be used on an International level The main output of the project will be a created set of games for the humanities and science field, which will be in English. Within the project there will be 12 educational games in total created. An important outcome of the project will also be a set of the methodological recommendations for the usage of the created games in education, which will be developed for each game. Project results disseminated by: -shared project website-contributions from all partners - supervised by the partner from: partner from Spain -Erasmus+ Project Results Platform - implemented by the coordinator -e-Twinning page of the project - supervised by the partner from Poland -individual school websites and social media. The project will involve 2 main target groups. The first group will consist of students who will participate in all project activities. They will be students aged 12-17 from three partner countries (Czech Republic, Poland and Spain). In the introductory phase, we expect the involvement of a larger number of pupils from individual schools, from which a narrower group will be selected in the next stages. These selected students will be involved more intensively. There will be an effort to ensure that students between the age of 12 and 17 in this narrower group are represented evenly. The expected size of this smaller group of students, who will be intensively involved in project activities is at least 10 people from each country. The second group involved in the project will be the teachers of the partner schools. They will be teachers who teach the above-mentioned age group of students. We assume the greatest involvement of science, humanities and foreign language teachers who will work with students and support them in solving the project tasks. Furthermore, representatives of local authorities or institutions operating in the field that we will have selected as a project problem area will be invited to share results of the project.

Final report summary

The main objective of the project was the development of the language competences of the students in the field of foreign language through gamification. The main objective was achieved through the implementation of the project activities that were linked to the specific objectives, which were: - Motivation of the students to develop the foreign language in the humanities and science fields - Support of teaching the non-language subjects (humanities and science) in a foreign language through gamification - Development of the competences of the teachers to use a foreign language in the non-language subjects - Involvement of schools in an International partnership and cooperation - Creation of shared outputs that can be used on an International level The main output of the project is a created set of games for the humanities and science field, which is in English. Within the project there were 12 educational games in total created. An important outcome of the project is also a set of the methodological recommendations for the usage of the created games in education, which was developed for each game. Project results disseminated by: -shared project website-contributions from all partners -Erasmus+ Project Results Platform -individual school websites and social media. The project involved 2 main target groups. The first group consisted of students who participated in all project activities. They were students aged 11-18 from three partner countries (Czech Republic, Poland and Spain). The second group involved in the project were the teachers of the partner schools. They were teachers who teach the above-mentioned age group of students. We assumed the greatest involvement of science, humanities and foreign language teachers who worked with students and support them in solving the project tasks. Furthermore, representatives of local authorities or institutions operating in the field that we selected as a project problem area were invited to share results of the project. The cooperation gave all partners satisfaction and pride from being the part of this project. The implementation was in accordance with the application form. It can be stated by all parties engaged that after the experience of this project the results of cooperation exceed the initial expectations. Partners ensured that the project was carried out as an international enterprise for lifelong learning and supporting European views on formal and informal education. The main effects on the involved schools and plans for the use of them are: -exchanging experiences with teachers from partner countries, extending teachers' knowledge and practical approach to engaging gamification to their daily school life -teaching through action, practice and doing i.e. urban games incorporated into revision activities procedure -introducing gamification tools and ideas into schools- online quizzes, QR code activities, recording videos and stories etc -sharing and acquiring different approaches to English as a foreign lg teaching and learning, adding new methodology to existing curricula -introducing Project Based Learning into school curricula -active teaching, peer to peer teaching and learning, wide use of ICT techniques, sharing educational websites and tools for creating virtual works -teachers development in using foreign lgs, becoming more proficient in various digital and ICT techniques -motivation among teaching staff of engage schools to lifelong learning: achieving new qualifications and skills, both academic and informal -motivation for starting new opportunities of Erasmus+ projects KA2 and KA1 -involved schools becoming role models of European partnership for the local community and neighbouring schools/organisations; they enriched and increased their offer by introducing new approaches and techniques -improvement of students cultural awareness and social competences; fighting the stereotypes and changing cultural approach to foreigners -finding the profitable uses for the project outputs created by its participants- durable results will be stored at schools for the next generations of students and teachers, as well as in the digitised way with the free access to any people of interest Partners implemented their curricula with ideas and activities created, used and checked during the project.

Project partners (3)