COME FROM FUTURE TO FUTURE WITH GAMES Erasmus Project
General information for the COME FROM FUTURE TO FUTURE WITH GAMES Erasmus Project
Project Title
COME FROM FUTURE TO FUTURE WITH GAMES
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: Quality Improvement Institutions and/or methods (incl. school development); Cooperation between educational institutions and business; Research and innovation
Project Summary
The changing world does not affect the children with the technology mostly. Children are changing their traditional game culture increasingly, losing their social environment, become lonely, reducing sharing, not communicating properly, promoting violence, etc. We think that the effects of such students increase day by day. With the fact that the child knows and grows with the game we wanted to create awareness that the content and the ways of playing in traditional children’s games have the power to positively affect this kind of negativity. we wanted to raise awareness.
Within the framework of the priorities and objectives set out in the European Commission’s Education and Training 2020; are making cooperation in areas such as learning mobility, professional development of teachers and trainers. In this context, we were inspired by the goals and priorities set out in our Erasmus +, Minister of education’s Vision Certificate and our school 2019-2023 Strategic Plan with our partners.
As a result of making communication with our partners during the project preparation process; in our Guidance Service records, 75.3% of our students; We have determined that problems related to violence (peer bullying) and socializing and 80.1% are common and students play computer games on average 89.1%. In the process of preparing for the project, we have combined with the idea that negative attitudes and behaviors have not been prevented until now.
We came to the conclusion that technology and media have a great influence on these problems, as a result of our research. World Health Organization in 2018; announced that it describes computer addiction as a disease. This; Named “Game Disturbance”. “The average age to start using computers and the internet for children aged 6-10 is 6, and the average age to start using mobile phones is 7.” (TÜİKa, 2013).
After seeing that there is no decrease in the rate of problems despite many studies, we contacted Erasmus + KA229 Strategic Partnership through eTwininng for the detection of schools. With the strategic partnership, we decided to realize our project for the solution of our problems.
Our project, with partner schools; methodologies such as game implementation, meeting, exhibition, slide show, observation, impression, expression, education, sharing, interaction will use. Within the scope of our project, activities to implement games, seminars, training, booklet creation, exhibition, sample lesson plan will be done.
Our targets;
1-People who are influential in student’s living environments; To attract the attention of parents, teachers and peers to traditional children’s games.
2- To show, share and create a sustainable awareness of traditional children’s games that have positive sides in the problems of peer bullying (violence) and socialization,
3-Reducing peer bullying and socialization problems in our project partner schools by 10% annually and 50% in 5 years thanks to traditional children’s games,
4- Supporting educators, education leaders and support staff,
5- Strengthening teacher profession profiles,
7- Increasing the quality improvement of the institution
8- We set our goals as to solve common problems with cooperation.
With our project, it will have an impact on the violence (peer bullying) and socialization problems that we see intensely in our students. Since traditional children’s games are team games, based on a common mind, played with common decisions and peaceful content, technology and technology-based games will have a positive and sustainable impact on the negative attitudes and behaviors that we believe in the student.
Project participants from different branches; The manager, guide, class and English teachers will be selected according to the criteria determined by the 3-person participant. Number of women and men are going to be equal. The project will consist of a project participant with experience, eTwinning membership and studies, who can use English at least A2 level, open to developments and willing to interact with the Strategic Partnership. Müfide İlhan Primary School. We will have a 15 participants in this project with and a total of 4 partner schools.
– The project will contribute to partners’ adaptation to European cultural interaction, language proficiency development and European democratic values.
– Project stakeholders will have the opportunity to explore ways to solve common problems through sharing and interaction.
-They will share and spread the positive effects of traditional children’s games on children.
-Teachers, parents and other target groups will have the opportunity to share and develop the positive effects of games on students. Awareness will be raised in this regard.
EU Grant (Eur)
Funding of the project from EU: 90070 Eur
Project Coordinator
Mufide Ilhan Ilkokulu & Country: TR
Project Partners
- 10dimirakl
- Scoala Gimnaziala “Mihai Viteazul” Craiova
- OOU “Metodi Mitevskl-Brico” Lozovo

