According to Eurydice data(2017),the most taught language in Europe with 97% is English.But our students don't have enough success in English course.They can't speak comfortably,they can't write a little complex sentence.They are always afraid of making mistake.They don't know enough vocabulary.And they don't want to memorise new words.Because they don't have any interest in English course.As teachers who prepare their students for 21st century Europe,we want our students to express themselves without worrying about making mistakes.For this,students should do lots of repetitions and use the language frequently.But in doing so, we want to exclude learning from task,make it fun with games,thus providing an easier,more permanent and enjoyable learning environment for students.Thus,the class will not only be the place where the lesson is taught,but also a place to have fun and a positive change will be seen in the motivation of the students.(Maurice,2013) The person having fun is not afraid to make mistakes.The most suitable environment for learning a foreign language is the environment where communication is established and sharing(Lopez,2003).With the mixed country teams we will establish,students will listen to each other,take notes,and effort to express their opinion.For the student who listens,speaks,writes, enjoys,laughs,learning will become more meaningful and permanent. Our aims are to: -exchange of good practises -provide language development -increase interest and motivation towards English -strengthen teachers' professional competencies -provide learning through playing -use technology to gamify courses -produce outdoor games for active learning -increase imagination,critical and creative thinking through games -make English course interesting,engaging,enjoyful,exciting with games -increase mutual interaction and motivation through engagement -create board and box games to increase motivation -integrate board and box games,digital games and outdoor games into English course -progress 21.century digital ability -promote intercultural awareness -strenghten international network of schools To reach our aims, we will carry out 5 LTTs and 33 local events.We have 8 concrete results: Web 2.0 Handbook 3D Museum Board Game Handbook Digital Game Application Digital Game Handbook Outdoor Game eBook Outdoor Game Handbook Game Festival During project, students will be active in courses,will increase imagination,critical and creative thinking through gameswill progress language proficiency.They will increase their interest and motivation towards English.They will learn English through playing and create outdoor games for active learning,create board and box games to increase motivation,create digital games to use technology to gamify courses.They will develop social communication skills and 21.century digital ability.They will make English course interesting,engaging,enjoyful,exciting with games they produce.They will increase mutual interaction, motivation through engagement and sense of belonging.They will promote intercultural awareness.They will develop self-confidence.Participants will gain these objectives with teamwork,peer learning,living by doing,experiental learning ...methos. Participating teachers will progress 21.century digital competence and strengthen the profiles of the teaching profession, have ICT and new technologies competencies.They will learn new web 2.0 tools on digital games,virtual 3D museum,eBook,evaluation tools and integrate web them in their curriculum.They will use eTwinning platform effectively and contribute to the internationalization of the institution.They will work with people coming from different countries and cultures.They will increase European citizenship awareness and awareness of different cultures.They will gain project management competence. They will observe and integrate good studies of host partners.They will improve foreign language proficiency. There will be 1 "Short-Term Joint Staff Training Events" and 4 "Short Term Exchanges of Groups of Pupils".There will be 72 students and 32 teachers during LTT and also there will be approximately 800 people in local activities.They will join activities in a collaborative way. Even after project ends, students and teachers will go on produce digital games for Digital Game Application and these works will be uploaded after Content Evaluation team evaluate their relevance and usefullness.The games will be usable for everbody who has this application.We will contribute English courses. Game Festival will be repeated every year as local event even after project ends. Lots of people can see how games can develop language competence of students Each handsbooks will be shared in different platforms for teachers because they will be prepared as guide.According to infos and studies taking part in handbooks, teachers will prepare their own games with their students.Thus we will start a change in English courses of lots of schools
The project “Can You Play With Me?” was submitted to the Czech National Agency in 2020 and accepted as the project numbered 2020-1-CZ01-KA229-078451. Other partners of this project are Portugal, Turkey, Poland and Italy. The main purpose of our project is to increase the foreign language proficiency of the students, to increase the interest and motivation of our students towards foreign language through different and fun games such as Board Game, Box Game, Digital Game and Outdoor Game, to ensure their permanent learning. According to Eurydice data (2017),the most taught language in Europe with 97% is English. However, as it is clearly seen (about 50%) as a result of the pre-survey we prepared at the beginning of the project, our students have no interest in English, cannot speak comfortably and have trouble learning vocabulary. In order to reverse this situation, we have implemented our language education plan with games. Thus, we aimed for them to learn while having fun and to learn a permanent language. When our project was approved, unfortunately, we could not start our activities for a year due to the pandemic. But in this process, we held online meetings and our students met. We also made online meetings with our partners and planned our future work according to the pandemic conditions. Although we started a year late due to the pandemic, we did not receive an extension for our project. In addition, since one of our partners is Poland, the border neighbor of the Ukrainian War, and we could not predict how the pandemic process would continue, we carried out our mobilizations one after the other. 74 students and 36 teachers participated in our 5 mobilities. In the second year of our project, in October 2021, we realized our first mobility in Turkey. We held a staff training event about all the web 2.0 tools we plan to use during the project and the eTwinning platform. In our 2nd movement hosted by Czechia in March 2022, we formed mixed country teams (4 teams were formed and a student from each partner country was included in each team) from the first day, and they participated in the events throughout the week with these mixed teams. Effective use of language is very important in language development. Since we know this, we continued this group-building activity in every mobility after the first mobility. Thus, they had to constantly use English for communication without realizing it. In Czechia, 4 student teams prepared board and box games and introduced the best of these games on the last day, and we organized a "Board and Box Game Tournament" with these 4 games. In April 2022, we realized our Italy mobility. Again, from the first day, 4 mixed country teams were formed. In the institution, which is a high school and also serves as a vocational training center, our students became competent in preparing digital games and they produced digital games for our project output, "Mobile Application", with the support of the host school's IT teachers throughout the week. Again, on the last day, they introduced the best 4 games selected from these games, and then we held a "Digital Game Tournament". We realized our Portugal mobility in June 2022. Students in mixed country teams designed many Outdoor Games in the host school, which has a very large garden. On the last day, they introduced the 4 games they chose as the best among the games they prepared and played with these games they prepared in the "Outdoor Game Tournament". Our last activity was held in Poland in September 2022. We were able to organize a “Game Festival”. Students prepared "Outdoor Games" in the garden, "Board and Box Games" in the project room, and "Digital Games" in the school's ICT labs. The students, who were familiar with the games prepared during the project, had the opportunity to play all the games prepared by the mixed country teams with fun. The majority of the games prepared over the course of two years were brought together and not only the project participant students but also all the students of the host school were allowed to play. Our concrete results prepared throughout our project: Web 2.0 Handbook 3D Exhibition Board Game Handbook Digital Game Application Digital Game Website Digital Game Handbook Outdoor Game eBook Outdoor Game Handbook Game Festival You can review our project outputs on our project website: https://erasmus2-domky.eu