By implementing this project, we aimed to: - make English language learning processes more enjoyable, effective and interactive, - equip our teachers and students with the knowledge of gamification design and how to implement it in classes, - create stories and lesson plans based on gamification, - develop a digital game to improve English skills and make it open access to be used by public, - foster language, digital and social skills of our students and teachers, - increase awareness of our members to have an understanding of being a European citizenship, - create opportunities of learning other cultures and their education system for our members, - create a rise in the number of students and teachers applying for European projects.
We applied for this project to accomplish several goals. We aimed to employ a pedagogic approach to make language learning classrooms more interesting, appealing, enjoyable and interactive. Another objective was to increase students' and teachers' cultural awareness by learning about the partner nations' cultures and broaden the students' understanding of European citizenship. We also aimed to enhance language education through the use of gamification; enhance digital, social and language skills of our students and teachers. We started with an eTwinning project ‘Gamify English’. During the project, we applied pretest and posttest via google survey to measure the opinions of parents, students and teachers about gamification and web tools. We concluded from the pretest, most of the students and parents were not aware of gamification design. All of the teachers knew the gamification design but they did not know how to apply. In the light of the semi-interview, we concluded that 80 students out of 100 wanted to have fun in the lesson, 40 teachers out of 50 needs to take attention of the students, 60 parents out of 100 wanted their child to go to school voluntarily. These showed us that we can meet these needs with gamification design.