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GAME OF SCHOOLS

2021-1-IT02-KA210-SCH-0000315072021Small-scale partnerships in school educationfinalized
Countries: IT|LT|TR · Grant: €60,000
Digital skills and competencesKey competences developmentNew learning and teaching methods and approaches

Objectives

All participants have been more conscious about innovative teaching and learning tecniques, each partner country's education system ,coding,e-safety ,GBL& PBL and Gamification.It has contributed better cultural and educational understanding.Students have also broadened their linguistic competence ,digital and communication skills and have had international friendship.Students at risk of dropout have improved their school marks and participation in classes(in terms of qualifications and number of absence.

Background

GBL today involves the students into learning atmosphere mostly with the use of computer and video games specifically aimed to produce learning outcomes.It is designed to balance subject matter and gameplay, and later assesses the ability of the learner to retain and apply the acquired knowledge to real-world scenarios. An effective game-based learning environment helps learners work toward a goal while choosing actions, and experience the consequences of those actions. The project is aimed at realizing the objectives of European Commision on decreasing the rate of early school leaving. As we observe the statics of Eurostat in 2019 ,(https://ec.europa.eu/eurostat/statisticsexplained/ index.php?title=File:Early_leavers_2019-01.jpg), European Union is %10.2 ,Italy :%13,Turkey: %18, Lithunaia %4 Studies have shown that teachers are using GBL as an alternative teaching method to see positive results in the classrooms.Gamification has been as a way to fight back the depressing dropout rates in secondary schools andcollages,according to official reports “46% of those who enter a U.S. college fail to graduate within six years”.

Project partners (5)