Games for School: Next Level Erasmus Project

General information for the Games for School: Next Level Erasmus Project

Games for School: Next Level Erasmus Project
September 14, 2022 12:00 am
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Project Title

Games for School: Next Level

Project Key Action

This project related with these key action: Cooperation for innovation and the exchange of good practices

Project Action Type

This project related with this action type : School Exchange Partnerships

Project Call Year

This project’s Call Year is 2020

Project Topics

This project is related with these Project Topics: New innovative curricula/educational methods/development of training courses; Key Competences (incl. mathematics and literacy) – basic skills

Project Summary

Context

Education of today no longer calls for memorizing. It calls for the creation of a context in which students can make sense of the learning material while also enjoying the experience that they do not feel any burden in the learning activities. However, we are constantly struggling with the issue of lack of motivation and school interest and these stop our students from gaining better results while we unsuccessfully try to motivate them to learn. In keeping with recent theories, gamification was proven to be a solution to these issues. Games are engaging and thus they increase motivation. Gamification uses game elements and applies them in other settings.

Methodology

We decided to use gamification theory to develop a teaching system while applying gamification on school subjects such as: Maths, Science and English. We shall involve a class of each school that will be the direct beneficiary of all project activities both online (eTwinning) and offline. These classes will be pilot classes and we will measure the efficiency of the program on these classes to be able to expand to others in the future.
We envisioned 5 LTTAs in the project. LTTA1 gives the opportunity to meet, share analyses and produce common frameworks for the implementation of the gamification project in classes. Every LTTA will grant teachers the opportunity to share good practices based on the level of improvement to student performance and success and also to demonstrate sample activities.

Objectives

1. Improvement of student school satisfaction by at least 10%.
2. Reduction in student numbers that perform badly on home assignments by at least 15%
3. Improvement of skill and competency acquisition in key subjects: Science, Maths and English, observable through constant evaluation processes (during each LTTA) and through final examinations.
4. An improvement in teaching skills by including the principles of gamification regularly.
5. Facilitation of cooperation between partner teachers to create a common guide for the inclusion of gamification in class.

Number and profile of participants

Every mobility group is formed of 5 people per country per LTTA. One of them will be the contact/coordinator and the other 3, primary school teachers that work on project activities, lesson designs and apply them to students. Every one of the 3 will be given a subject matter (Maths, Science, English) to focus on during each translational activity. The project includes a total number of 100 mobilities.

Description of activities

LTTA1 – discussions, analyses and idea comparison about gamification and the means to implement it in the pilot classes previously set at each school. Presentation of ideas and the best ones will be used to redesign the system of achievement.
LTTA2 – main focus on Science gamification and how to include it taking into account experiences and ideas of all partners.
LTTA3 – main focus on English gamification
LTTA4 – main focus on Maths gamification
LTTA5 – main focus on online/digital games to be used with students

Results

1. a teacher’s guide to implementing gamification in key subjects, to include the following subchapters
2. materials for dissemination – photos, articles, sample activities
3. a project page on eTwinning to host all results
4. website for the project, pages on social media
5. materials for project visibility
6. evaluation instruments for both the beginning and the end
7. impact report
8. sustainability plan
9. teacher and student questionnaires
10. attendance and Europass mobility certificates
11. student prizes and badges

Impact on target groups:

– on students: increase in motivation and better results due to the new method of teaching that uses gamification. Learning becomes more fun, the environment safer and more secure and the students will aquire more knowledge while having fun.
– on teachers: cohesion and collaboration between teachers will increase while the growth in student motivation will motivate the teachers to prepare even more interesting lessons using the new methods.
– on parents: better communication between school and parents (they will appreciate their children’s school progress and their will to participate in class).

EU Grant (Eur)

Funding of the project from EU: 135800 Eur

Project Coordinator

Collège Louis Pasteur Jussey & Country: FR

Project Partners

  • MIEJSKIE PRZEDSZKOLE PUBLICZNE NR 6 W BOLESLAWCU
  • Fatih Sultan Mehmet Hastanesi Kopuzlar Vakfi Anaokulu
  • “St. Kliment Ohridski” Primary school- Bitola
  • Osnovno uchilishte ”Ran Bosilek”