The basis of our project is based on our eTwinning project called "Coding Digital Education Games", which we made in 2019 with the aim of facilitating the learning of Mathematics and Science courses. This project was awarded the European Quality label by signing a huge success and was invited to 10.Ulusal Conference by the eTwinning National Support Service because of enter between 200 best projects of the year in Turkey. Thanks to this project, we had many shares with our partners, where we learned our weaknesses and strengths. We have decided to present our project as a transnational project in order to develop this successful project we have realized from the eTwinning platform, to share good practice examples and successful works, and to expand Digital Education Games, one of the educational methods of the future. Three of the partners of our Erasmus + project are Atatürk MTAL, who is also a partner of our eTwinning project, Portugal Escola Secundária and Turgutlu Zübeyde Hanım MTAL. Other partners of our project are Italy E. Mattei and Poland ZESPOL SZKOL schools. The main requirement for the establishment of this partnership is that the success percentage of these schools in Mathematics and Science classes is not at the desired level. In this context, in line with the strategic plan targets of the partner schools, enriching learning environments, increasing the average of success of Mathematics and Science courses from about 16% to 25%, increasing the use of technology in education and expanding them are our main goals. In addition, it is our common goal raising individuals who can produce solutions to a problem through engineering design, associate science and mathematics with their daily lives, have a good knowledge of foreign languages, care about European citizenship, and culturally rich. Mobility activities planned in our project: 1. C1 Digital Game Coding Tools - Turkey (Ataturk MTAL) 2. C2 Digital Math Games (PC) - Poland 3. C3 Digital Physics Games (Mobile / Android) - Italy 4. C4 Digital Chemistry Games (Mobile / IOS) - Portugal 5. C5 Digital Biology Games (Website) - Turkey (Zubeyde Hanim MTAL) Students and teachers of all schools in our project will participate indirectly or directly in our project. The first mobility activity (C1) of our project will be staff training activities and 2 teachers from each partner school will participate. The other 4 mobility activities (C2, C3, C4, C5) will be the exchange of student groups, and 4 students and 2 teachers from all partner schools will participate in each activity. The age range of our students who will participate in the activities will be between 14-19. Attention will also be paid to the participation of students with disadvantaged backgrounds in our project activities. Our project activities will be carried out practically and will continue simultaneously with our eTwinning project. In our project activities; methodologies such as introduction / discussion, problem determination, brainstorming, teamwork, design criteria, reviewing and measuring your solution will be used frequently. Concrete results we want to produce in our project: students; - The start of a modern education process, where they receive education with their own unique learning speeds, - Using technology resources with self-management and problem solving focus, - Realizing the intelligent behavior model of the computer and gaining engineering design processes, - Ability to make their own games by improving their competencies, - Creating a classroom environment that will increase motivation, interests, creativity and motivation to succeed and learn with fun, - Development of new generation digital measurement materials that support metacognitive skills in order to obtain desired results in exams, - Enriching communication skills and adapting to technological developments more easily, - Improving EU language skills and cultural capacities. teachers; - Developing digital games by developing their competencies and creating a new interdisciplinary learning platform, - Being an active player, not only transferring ready-made information to their students but also directing their students to a quality and diverse source of information, - Using their knowledge to produce new products and projects. Thanks to our project, Educational Digital Games, one of the learning tools of the digital age, will be integrated into our curriculum, our success level in Science and Mathematics courses will increase and partner schools will be exemplary institutions in their regions. In addition, our teachers will have high motivation to teach and our students' commitment to school will increase. In this way, our project will also contribute to the goal of reducing early school dropout, which is one of the EU 2020 targets, from 15% to 10%.
The basis of our project is based on our eTwinning project named "Coding Digital Education Games", which we carried out in 2019 with the aim of facilitating the learning of Mathematics and Science courses. This project was entitled to receive the European Quality Label and was invited to the 10th National Conference of eTwinning by the Turkish National Support Service, succeeding in being among the top 200 projects of the year in Turkey. Thanks to this project, we had many exchanges with our partners where we learned our weaknesses and strengths. We decided to present our project as a transnational project in order to develop this successful project we carried out on the eTwinning platform, to share good practice examples and successful studies, and to popularize Digital Education Games, one of the modern education methods of the future. Our Erasmus+ project was accepted and approved by the Turkish National Agency in 2020. Three schools from the partnership structure of our Erasmus+ project are Atatürk MTAL, Portugal Escola Secundária and Turgutlu Zübeyde Hanım MTAL, which also worked together in our eTwinning project. Other partners of our project are Italy E.Mattei and Polish ZESPOL SZKOL schools. The most basic need for establishing this partnership was that the success rate of these schools in Mathematics and Science courses was not at the desired level. In this context, we determined our project goals during the writing phase of our project. When we examine these goals; It has been observed that the average success rate of Mathematics and Science courses in partner schools has increased from approximately 16% to 28%, and the use of technology in education has been expanded and increased. In addition, our project has made a great contribution to our common goals of raising individuals who can produce a solution to a problem through engineering design, who can relate science and mathematics to their daily lives, who have a good level of foreign language knowledge, who care about European citizenship and who are culturally rich. Our project, which we started in 2020, was extended for 1 year due to the Pandemic process that affected the whole world, and we had to postpone our project activities during the Pandemic process. Our project mobility activities that we started in 2021: 1. C1 Digital Game Coding Tools - Türkiye (Atatürk MTAL) 2. C2 Digital Math Games - Poland 3. C3 Digital Physics Games - Italy 4. C4 Digital Chemistry Games - Portugal 5. C5 Digital Biology Games - Türkiye (Zübeyde Hanım MTAL) Students and teachers of all partner schools in our project have participated indirectly or directly in our project. The first mobility activity of our project (C1) was the staff training event and 2 teachers from each project partner school participated. The other 4 mobility activities (C2, C3, C4, C5) were the exchange of student groups, and 4 students and 2 teachers from all partner schools participated in each activity. The age range of our students participating in the activities is between 14-19. Our project activities were carried out practically and were carried out simultaneously with our eTwinning project. In our project activities; Introduction/discussion, identifying the problem, brainstorming, teamwork, determining design criteria, reviewing your solution, and measuring methodologies were frequently used. At the end of each mobility activity, an educational game was produced as a common product. These games have been shared on our project website, social media accounts and game markets, where everyone can access them free of charge. In addition, training videos were shot on how to make the educational games we made during our project, and these videos were shared publicly on our project website and Youtube project channel, without copyright. Concrete results we produced in our project: Students; - A modern education process has begun, in which students receive education at their own learning pace, - They learned to use technology resources in a self-managed and problem-solving oriented manner, - They realized the intelligent behavior model of the computer and gained engineering design processes, - By improving their competencies, they reached the level of knowledge and skills to make their own games, - Classroom environments were created that will increase their motivation, interest, creativity and drive to achieve, and where they can learn while having fun, - New generation digital measurement materials were developed to support metacognitive skills in order to get the desired results in the exams, - Their communication skills have been enriched and their ability to adapt more easily to technological developments has improved, - Language skills and cultural capacities have improved in the EU dimension. Your teachers; - By increasing their proficiency, they were able to develop digital games and create a new interdisciplinary learning platform, - Instead of transmitting ready-made information to their students, they turned into active players who direct their students to quality and diverse information sources, - Their ability to use their knowledge to produce new products and projects has improved. Thanks to our project, the game coding and design skills of partner schools have improved. In particular, educational material support for the Game Programming course, which was newly added to the curriculum of Turkish schools Atatürk MTAL and Zübeyde Hanım MTAL schools, was provided thanks to our project. All schools integrated the good practices and educational materials they developed during our project into their coding and game coding course curricula, contributing to the development of their students' coding skills and facilitating the learning of difficult courses. Again, thanks to our project, students' motivation and interest in school increased and their sense of belonging to their school improved. In this way, our project contributed to the decrease in the rate of early school leaving in our schools and also supported the decrease in early school leaving, which is among the EU's 2020 education targets.