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2022-1-LV01-KA122-SCH-0000757012022Short-term projects for mobility of learners and staff in school education finalized
Countries: LV · Grant: €16,304
Environment and climate changeNew learning and teaching methods and approaches

Objectives

The goals of the project were aimed at improving the competencies of teachers, schools and students in the following areas: - refreshing knowledge about educational practices across Europe and linking them to European environmental goals; - to introduce gamification methods in the teaching process of primary school curriculum subjects, as well as to promote the application of creative, critical thinking methods in the learning process; - develop lesson plans to help raise awareness of the environmental crisis in their classroom, school and community; - acquire skills to inspire their students to make small, high-impact lifestyle changes; - Improving the school's international cooperation capacity, its capacity to implement European projects, finding new partners to share experiences with and jointly improving the learning process, thus giving it a European dimension; - Use games and gamification methods to stimulate students 'interest and participation, increase students' motivation.

Background

The project "Gamification in Environmental Education" was designed to acquire new innovative teaching methods (games), refresh knowledge about educational practices across Europe and link them to European environmental goals, introduce newly acquired skills in the primary school curriculum, thus ensuring the maintenance of environmental education principles. Understanding the environment and climate change is becoming increasingly important in today's society, as evidenced by the melting of glaciers, the rise of storm systems, rising sea levels and endangered species. Professional teachers are the ones who can help students create in the most direct way understanding how to tackle global challenges and address the effects of climate change by showing how they relate to choices made in everyday life. Games as a method is an effective tool to stimulate students 'interest and participation, increase students' motivation and involvement.

Project partners (1)