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GAMIFICATION & CEPI

2020-1-FR01-KA229-0804602020School Exchange Partnershipsfinalized
Countries: FR|RO|MK|TR|ES · Grant: €114,757
Early School Leaving / combating failure in educationICT - new technologies - digital competencesPedagogy and didactics

Project summary

CONTEXT Traditional methods are less and less part of present education tendencies that have been replaced by creative and dynamic context in which students make sense of their own learning, enjoy the experience along the way and do not feel overwhelmed by the input they receive. Social media, digital tool, smart phones and gamification are drivers of change in the current education system. The 5 partners have identified similar needs amongst their students. As a result, we came up with this project idea so as to make children more satisfied with current teaching methods, update them to suit the profile and personality of the 21th century children who would become more engaged in a dynamic classroom environment. We are ready to experiment the gamification while teaching and make the most of the opportunities and advantages it provides. By applying gaming elements in non-game settings through quests, levels, challenges, rewards, the students will become more independent, it will increase autonomy and strive to achieve success. OBJECTIVES - to increase the rate of school satisfaction among students and parents in partner schools - to enhance the level of students’ active participation with cutting-edge learning methods and tools - to provide opportunities for the acquisition of long-lasting skills and competences in key subject areas: languages, maths, science - to equip teachers with the competences to include gamification method in their regular teaching - to foster the exchange of quality pedagogical practices amongst teachers across Europe NUMBER AND PROFILE OF PARTICIPANTS Pupils are main protagonists in the project who will experience a wide range of hands-on opportunities provided by teacher’s join action. We estimate that approximately 200 ss aged 7-10, from 2 different classes will represent direct beneficiaries of “Game ON!” for two academic years. Following LTTAs, teachers will apply the methods and tools in demo lessons that they will prepare in their own organization. Also, in project target group there will be ss with fewer opportunities: educational difficulties, economic, social obstacles or a migrant background. School project teams will take all measures to ensure equal participation of this category, fully integrate in the study group, adapt tasks to suit their needs and personalize the activities. The joint staff training events will bring together 80 primary teachers from partner schools. DESCRIPTION OF ACTIVITIES A range of local and translational activities will be included on our project agenda so as to reach set objectives. Local activities will involve students, teachers, school management teams, parents and local partners. Transnational LTTAs will be attended by teachers who will share their best practices and apply their innovative methods and tools while providing demo lessons in host organisations. C1- Upgrading the achievement framework through gamification C2- Gamification applied in Science lessons C3- Gamification applied in English lessons C4- Gamification applied in Maths lessons C5- Game-based teaching and learning strategies METHODOLOGY Our common interest is to develop a new system of teaching based on gamification, the ideal blend of theory and practice, applied in subjects such as English language, Maths and Science. Two classes from each partner school will be direct beneficiaries of all project activities carried out online (via the project eTwinning page) and offline. We will create a common framework to review our teaching process, apply updated methods and measure their effectiveness for further application to other classes. RESULTS The results produced by the project will be: teachers’ guide to apply gamification at primary level, themed presentations, workshops, project website, twin space, evaluation instruments, sustainability plan, questionnaires, project local and international reports, project corners, logo, dissemination materials (press releases, articles, testimonies, posters, leaflets), roll-up. IMPACT We foresee that project activities will generate amongst students increased level of motivation, engagement and school performance while being exposed to updated teaching methods and tools. The project will create an inclusive, safe and engaging learning space, where children will learn through cutting-edge methods that incorporate interdisciplinary approaches. The project will improve collaboration among teachers from the same school as well. For teachers will be more enthusiastic about international cooperation, professional development that will positively impact students and improve their performance. Parents will be more supportive towards school initiatives, child’s development needs and progress. European dimension in partner schools’ curriculum will be enhanced due to the development of staff competencies and school quality generated by this partnership.

Final report summary

CONTEXT Traditional methods are less and less part of present education tendencies that have been replaced by creative and dynamic context in which students make sense of their own learning, enjoy the experience along the way and do not feel overwhelmed by the input they receive. Social media, digital tool, smart phones and gamification are drivers of change in the current education system. The 5 partners have identified similar needs amongst their students. As a result, we came up with this project idea so as to make children more satisfied with current teaching methods, update them to suit the profile and personality of the 21th century children who would become more engaged in a dynamic classroom environment. We are ready to experiment the gamification while teaching and make the most of the opportunities and advantages it provides. By applying gaming elements in non-game settings through quests, levels, challenges, rewards, the students will become more independent, it will increase autonomy and strive to achieve success. OBJECTIVES - to increase the rate of school satisfaction among students and parents in partner schools - to enhance the level of students’ active participation with cutting-edge learning methods and tools - to provide opportunities for the acquisition of long-lasting skills and competences in key subject areas: languages, maths, science - to equip teachers with the competences to include gamification method in their regular teaching - to foster the exchange of quality pedagogical practices amongst teachers across Europe NUMBER AND PROFILE OF PARTICIPANTS Pupils are main protagonists in the project who will experience a wide range of hands-on opportunities provided by teacher’s join action. We estimate that approximately 200 ss aged 7-10, from 2 different classes will represent direct beneficiaries of “Game ON!” for two academic years. Following LTTAs, teachers will apply the methods and tools in demo lessons that they will prepare in their own organization. Also, in project target group there will be ss with fewer opportunities: educational difficulties, economic, social obstacles or a migrant background. School project teams will take all measures to ensure equal participation of this category, fully integrate in the study group, adapt tasks to suit their needs and personalize the activities. The joint staff training events will bring together 80 primary teachers from partner schools. DESCRIPTION OF ACTIVITIES A range of local and translational activities will be included on our project agenda so as to reach set objectives. Local activities will involve students, teachers, school management teams, parents and local partners. Transnational LTTAs will be attended by teachers who will share their best practices and apply their innovative methods and tools while providing demo lessons in host organisations. C1- Upgrading the achievement framework through gamification C2- Gamification applied in Science lessons C3- Gamification applied in English lessons C4- Gamification applied in Maths lessons C5- Game-based teaching and learning strategies METHODOLOGY Our common interest is to develop a new system of teaching based on gamification, the ideal blend of theory and practice, applied in subjects such as English language, Maths and Science. Two classes from each partner school will be direct beneficiaries of all project activities carried out online (via the project eTwinning page) and offline. We will create a common framework to review our teaching process, apply updated methods and measure their effectiveness for further application to other classes. RESULTS The results produced by the project will be: teachers’ guide to apply gamification at primary level, themed presentations, workshops, project website, twin space, evaluation instruments, sustainability plan, questionnaires, project local and international reports, project corners, logo, dissemination materials (press releases, articles, testimonies, posters, leaflets), roll-up. IMPACT We foresee that project activities will generate amongst students increased level of motivation, engagement and school performance while being exposed to updated teaching methods and tools. The project will create an inclusive, safe and engaging learning space, where children will learn through cutting-edge methods that incorporate interdisciplinary approaches. The project will improve collaboration among teachers from the same school as well. For teachers will be more enthusiastic about international cooperation, professional development that will positively impact students and improve their performance. Parents will be more supportive towards school initiatives, child’s development needs and progress. European dimension in partner schools’ curriculum will be enhanced due to the development of staff competencies and school quality generated by this partnership.

Project partners (5)