While preparing this project,we read almost 1200 pages of articles which focus on game based learning as an efficient and enjoyable way of learning.The main basic is “fun and enjoyment” in order to enable permanent learning.Our students are between 10 and 15 years old.It is an undeniable fact that when you integrate games into teaching,even an unenthusiastic student tries to do his best take part in learning process. As a teacher you can see the sparkle in his eyes and his willingness to success. “The sparkle in his eyes” was the great inspiration for us. We carried out some studies such as need questionnaires for both teachers and students to increase enthusiasm for learning and to enable the permanent learning and the result was “in teaching and learning environment,fun and enjoyment during the lessons is the need for permanent learning. While doing these studies, we have found out that the teachers who are innovative,creative and enthusiastic on social network,E-twinning are also trying to develop themselves and share experiences in national and international dimension on behalf of enabling better and funnier teaching environment for their students and colleagues. When our project receives the grant support,we will proceed quite a distance in game-based learning as 6 common schools.Because we always care about collective reasoning, consultation and cooperation. According to the EUROPEAN STRATEGIC PLAN 2020;It is a fact that adaptation,problem-solving,social interaction, entrepreneurship, equality,democracy,creativity,communicative skills,democracy,innovation, cultural tolerance are basis for each person which can be provided with the help of games. Consequently, we have made some researches on games based learning theory and noticed that we need some good examples to understand and apply it in the right way because of its various dimensions. So we have tried to practice new techniques and enjoyed them. Nowadays we have another question:"What else can we do for our students?". We have encountered schools from different countries which have similar interest and try to find out new ways. We have discussed with them. We have discovered that we need to share the experience because just theoretical knowledge isn't enough. We need to act the methodology out, which is the most important point to acquire knowledge. The idea of cooperation on an international level has made us feel excited and highly motivated. We are six partners from different countries. We have different educational systems and curriculum.But the main purpose is common for all of us. We aim to teach our students self-learning and enjoy themselves for permanent learning during the classes.Our partner from Turkey is responsible for carrying out e Twinning project as the second coordinator.Italy is responsible for a Facebook blog because it is both easy and achievable for almost all teachers trainers.To make the project visible helps the better dissemination and more accessibility for everyone. Our partner from Spain is in charge of evaluating the whole steps of the project.It is important to get feedback whether the learning teaching training activities are useful enough or not.Each step should be evaluated by a hardworking and sensible partner.We aim to make all the students no matterwhere they are from to say "learning is not a nightmare,no panic; just take part and have fun."Maths can be difficult but enjoyable with mind games.Science and IT are complicated but have fun with coding games.Language is sometimes hard but enjoy with stories,word games.As a short all of us have the same purpose:Fun and enjoyment.With our enthusiastic,hardworking and innovative partners we are trying to make our students stay with their sparkles for learning forever and do our best to convey our studies for everyone. All the partners have interests to spread all the dissemination results.First of all the project will be announced on school web pages.The results of this project will be made concrete by posters,competitions,exhibitions and a final portfolio to the pupils' level.We will organize logo competition to inform and involve the entire school community of each participating country.we will create some promotional materials,such as T-shirt,pencil,pen,cups including project logo.E twinning will be used actively for national and international dissemination.The videos,games and children'sproducts, tutorials will be uploaded on the e Twinning and Facebook page as well as project website to make the project visible and accessible for the stakeholders.
Games play a vital role in education across all age groups. Even for adults, the enjoyment of games persists, regardless of the genre. They represent one of the most effective tools for conveying knowledge. Traditional teaching methods no longer suffice in the classroom. If educators solely rely on conventional approaches, students become disengaged quickly, making it challenging to maintain their attention. Instead of these dull, conventional, and stress-inducing teaching methods, games and outdoor learning activities offer an excellent alternative for students and teachers. Research indicates that students acquire knowledge efficiently and retain it more effectively when actively engaged in the learning process. The usage of games, whether in a traditional classroom setting, outdoor activities, or digital learning environments, becomes evident through the enthusiasm and excitement in students' eyes. This transformation, even in the least enthusiastic students, underscores the pivotal role of games in the learning process. The anticipated project outcomes involved the incorporation of gamification and 'learning by doing' methods into classroom activities, encompassing the usage of games and fieldwork approaches to enhance students' digital and language competencies. Students and teachers engaged with five primary themes during LTTs: Let’s Explore The Game of Reading Integration via Games GamEurope Games Without Frontiers These activities were complemented by tasks undertaken in eTwinning projects. We aimed to -Create an enjoyable and stress-free learning environment that optimizes time usage. -Implement games and gamification dynamics to solidify learning outcomes. -Develop a teaching framework incorporating games and effectively integrate project activities into classroom settings, collaborating with local authorities. -Enhance students' study skills, enabling them to apply these skills across various domains, solve problems, and think practically. -Boost students' intrinsic motivation, cultivating a genuine interest in course content and a desire to learn, while fostering their self-confidence and sense of control over the learning process. -Elevate digital competence and technological literacy, incorporating tools like smart boards and web 2.0 technologies into classrooms, thereby expanding teachers' and students' horizons and research capabilities and fostering innovation. -Strengthen teaching professionals, promoting skill development through training, conferences, and seminars. -Raise awareness regarding gender equality, democracy, European citizenship, intercultural interaction, and cooperation among students. -Improve students' English language proficiency, as they will use it for collaboration within international groups and to enhance their cultural awareness. -Foster creative thinking and problem-solving skills. The project outcomes are: Five European Countries Board game “Border – Breakers” Digital Escape Room, Ebook, Games in Kahoot! & LearningApps and Blooket. Ebooks & booklets: Integration games, Integrative games, Educational games, Traditional Turkish Games Collections: Famous scientists and fairy tale writers & Important monuments and sites, Traditional tales from around the world, Differences and similarities in United Traditional Games, Christmas and New Year’s stories with interactive games, Local Food and Agricultural Products & Natural & Historical Beauties of Our Towns, Games for ErasmusDays Ready to use lessons & Games: Digital Citizenship, Writing project with 4C, St. Patrick’s Day, Easter; Sensory Escape Room; Quartet - card game; Field game “30” Tutorials on Web 2.0 tools. Scavenger hunts in Actionbound Safer Internet Days: Kahoot! Acrostic poem Be Safe on the Internet – a board game A virtual board: Cultural puzzles – Jigsawplanet; A picture is worth a thousand words, Summer Games Penzu journals Canva presentations for Linguistic and cultural preparation for LTTs. Teachers became acquainted with a range of digital tools to incorporate into their teaching methods. Students developed the ability to independently create educational materials using digital tools and use them for crafting quizzes and interactive games. Our schools underwent positive transformations, acquiring new methods like gamification and outdoor learning, in addition to the tools required for implementation within the school environment. Teachers shared their newfound knowledge, exchanged experiences, and boosted their self-confidence. We disseminated our project results, sharing best practices, accomplishments, methodologies, and new insights with schools locally and internationally. We ran workshops for teachers from our schools and regions, with a focus on gamification methods and tools, as well as outdoor learning methods. All intangible outcomes are accessible on school websites, the project website, Twinspace, and our Facebook page.