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Education Accessed with games

2020-1-IT02-KA229-0789532020School Exchange Partnershipsfinalized
Countries: IT|PT|TR|UK|HR · Grant: €124,236.86
Key Competences (incl. mathematics and literacy) - basic skillsQuality Improvement Institutions and/or methods (incl. school development)Early School Leaving / combating failure in education

Project summary

Motivation problems of our students, shortness of attention, individual differences, characteristics of developmental period, physical or It is concluded that game-based learning is one of the most effective methods to improve the quality of education in terms of education of students with intellectual disabilities and education and cultural integration of refugee students. In particular, improving the quality of education of disadvantaged students (disabled, low socio-economic level) and developing social sense of belonging has been one of our important goals. Game-based learning is frequently preferred as an inclusive method both in traditional and digital aspects in providing students with academic knowledge, skills and positive behaviors. In experimental researches related to game-based learning, academic achievement, retention, learning level of 43 studies were positive in 79%, negative in 21%; 80 studies of "student attitude" were positive in 80% and negative in 20%; 83.3% of the 6 motivational studies were positive, 16.6% were negative; 100% of the 2 studies related to motivation for success were positive;100% of the 2 studies related to social skill level had positive results and other generalizations. 95.6% of the findings were positive and 4.3% were negative. It has been observed that the eTwinning project we carry out on game-based learning increase students' attention span and motivation, they participate in learning activities with pleasure and willingness, and show positive attitudes towards the courses in which the project is conducted. Regardless of their individual differences, it was seen that all students played an active role and their attitudes towards school changed positively. Our teachers' competence in game planning, implementation methods, measurement and evaluation, digital game based learning, and development of game materials with web 2.0 tools should be developed. There is a need to develop knowledge and skills on how to integrate game-based learning into different age groups, individual differences, needs, and different subject and subject areas. With our project, it is aimed to integrate the game-based learning into our schools by taking into consideration the potential of the countries in this field, by "exchanging the good practices" with the competencies in their partners, by observing and examining the applications on site. Our teachers' knowledge and skills on traditional and digital based gaming will be developed in a multidimensional way through transnational cooperation. It will be possible to take our institutions to a higher level in terms of innovative approaches (transnational cooperation) by means of Erasmus + opportunities. will be integrated into the current curriculum of our institutions. Considering the potential of other schools in Europe in the field of game-based learning, it was decided to prepare such a project to exchange good practices, to observe the practices on site and integrate them into our schools. This will only be possible with Erasmus +. For this purpose, the project team was formed. The teachers who will participate in the mobility will be selected democratically and transparently according to the scores obtained from the participant form. Participants are expected to be teachers who are open to collaboration, are concerned about innovative teaching methods, frequently use international education platforms, and are competent in transferring the knowledge and skills they will acquire from the project activities to their students, other teachers and educational stakeholders in the surrounding area. With this project, we aim at promoting innovation in our teachers, developing professional competencies, digital skills, multilingualism, recognizing Erasmus + opportunities, benefiting from the multinational cooperation of the eTwinning platform, and recognizing the European culture and advanced education systems. School administrators will develop new perspectives on strategy and vision creation and leadership skills will develop. Game-based learning will improve our students' problem solving, organizing their behavior, strategy development, critical and creative thinking, digital skills, support peer communication, collaboration, memory and language development, and provide motivation. In the education of our disadvantaged students, quality will increase and feelings of social and cultural belonging will develop.

Final report summary

Motivation problems of our students, shortness of attention, individual differences, characteristics of developmental period, physical or It is concluded that game-based learning is one of the most effective methods to improve the quality of education in terms of education of students with intellectual disabilities and education and cultural integration of refugee students. In particular, improving the quality of education of disadvantaged students (disabled, low socio-economic level) and developing social sense of belonging has been one of our important goals. Game-based learning is frequently preferred as an inclusive method both in traditional and digital aspects in providing students with academic knowledge, skills and positive behaviors. In experimental researches related to game-based learning, academic achievement, retention, learning level of 43 studies were positive in 79%, negative in 21%; 80 studies of "student attitude" were positive in 80% and negative in 20%; 83.3% of the 6 motivational studies were positive, 16.6% were negative; 100% of the 2 studies related to motivation for success were positive;100% of the 2 studies related to social skill level had positive results and other generalizations. 95.6% of the findings were positive and 4.3% were negative. It has been observed that the eTwinning project we carry out on game-based learning increase students' attention span and motivation, they participate in learning activities with pleasure and willingness, and show positive attitudes towards the courses in which the project is conducted. Regardless of their individual differences, it was seen that all students played an active role and their attitudes towards school changed positively. Our teachers' competence in game planning, implementation methods, measurement and evaluation, digital game based learning, and development of game materials with web 2.0 tools should be developed. There is a need to develop knowledge and skills on how to integrate game-based learning into different age groups, individual differences, needs, and different subject and subject areas. With our project, it is aimed to integrate the game-based learning into our schools by taking into consideration the potential of the countries in this field, by "exchanging the good practices" with the competencies in their partners, by observing and examining the applications on site. Our teachers' knowledge and skills on traditional and digital based gaming will be developed in a multidimensional way through transnational cooperation. It will be possible to take our institutions to a higher level in terms of innovative approaches (transnational cooperation) by means of Erasmus + opportunities. will be integrated into the current curriculum of our institutions. Considering the potential of other schools in Europe in the field of game-based learning, it was decided to prepare such a project to exchange good practices, to observe the practices on site and integrate them into our schools. This will only be possible with Erasmus +. For this purpose, the project team was formed. The teachers who will participate in the mobility will be selected democratically and transparently according to the scores obtained from the participant form. Participants are expected to be teachers who are open to collaboration, are concerned about innovative teaching methods, frequently use international education platforms, and are competent in transferring the knowledge and skills they will acquire from the project activities to their students, other teachers and educational stakeholders in the surrounding area. With this project, we aim at promoting innovation in our teachers, developing professional competencies, digital skills, multilingualism, recognizing Erasmus + opportunities, benefiting from the multinational cooperation of the eTwinning platform, and recognizing the European culture and advanced education systems. School administrators will develop new perspectives on strategy and vision creation and leadership skills will develop. Game-based learning will improve our students' problem solving, organizing their behavior, strategy development, critical and creative thinking, digital skills, support peer communication, collaboration, memory and language development, and provide motivation. In the education of our disadvantaged students, quality will increase and feelings of social and cultural belonging will develop.

Project partners (6)