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Europe it's us

2020-1-PL01-KA101-0784122020School education staff mobilityfinalized
Countries: PL · Grant: €33,855
ICT - new technologies - digital competencesEU Citizenship, EU awareness and DemocracyNew innovative curricula/educational methods/development of training courses

Objectives

The phenomenon of gamification in lessons makes the teaching process more attractive, triggers students' willingness to compete, and motivates them to take action and perform activities that seemed boring and tiring. The student receives feedback immediately after completing the task and, if successful, a reward. In the case of games and quizzes performed independently at home, the student has the opportunity to attempt the task multiple times. Observing the rankings motivates students to improve their results. For this purpose, teachers decided to improve their qualifications in the use of IT and methodology. By participating in specialized training, teachers wanted to learn new ideas, European teaching methods and techniques that have already proven their worth in other systems and that teachers could use. They needed to exchange experiences with other teachers. To learn new tools, they often need to know English due to the English interface of many interesting applications. In order to prepare for the implementation of these activities, teachers needed to increase their cultural and linguistic competences and learn about trends in intercultural education. ​

Background

To equalize students' chances and improve their start in high schools, and in the future on the labor market, we wanted to increase their motivation to study. The key was the use of interesting forms of teaching, introducing gamification elements, developing greater responsibility for the learning process, but also the habit of playing with science. Games and applications work well in the teaching process - they develop perceptiveness, spatial thinking or the ability to remember, and at the same time help to break boredom, engage and motivate students to work in the lesson and outside, are able to significantly increase the student's efficiency. Average, and even the weaker students show interest in them, they are happy to get involved in work, while the traditional form of teaching with a textbook and a notebook is not able to encourage them to act. Teachers felt the need to enrich their workshop with new methods and tools to make classes more attractive.

Project partners (1)