Walking to the Future with Mind Games Erasmus Project
General information for the Walking to the Future with Mind Games Erasmus Project
Project Title
Walking to the Future with Mind 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: Creativity and culture; ICT – new technologies – digital competences; New innovative curricula/educational methods/development of training courses
Project Summary
Being a part of the society and serving the society is our most important feature that makes us individuals. We must have a variety of qualities to shape our lives and to be where we dream in society. The age we are in expects us to have some features. These features are defined as 21st century skills. 21st century skills; Besides basic skills, they include “learning and renewal skills”, “information, media and technology skills” and “life and professional skills”. Individuals with these skills are the cornerstones of developed societies. As mentioned in the European Union development plan; education is a primary priority for social development. Individuals gain their basic skills at school age. Education policies and learning environments of schools are the most important factors in acquiring these skills. Students acquire basic skills while at primary school level. Along with primary school, they now begin to acquire high-level skills in secondary school. It is important that they are in innovative learning environments to acquire high-level skills. As 6 European countries, we came together to offer our students learning environments equipped with innovative teaching materials. The primary goal of our project is to develop knowledge and technology skills in the focus of mind games. The transnational activities of our project will include 4 students and 2 teachers from each school. The total number of participants is 180 (120 students and 60 teachers).Our participating schools have different specialties. Each school will combine mind games with its specialist and contribute to the project accordingly. The Polish school, which is also the coordinator, will carry out the first LTT activity titled “Let’s Discover Mind Games”. Explain the effects of mind games on thinking skills and the methods of using them as teaching materials. The Finnish school has a Lego workshop. For this reason, he will carry out the activity titled “3D Mind Games with Legoes”. Within the scope of this activity, it will enable determining the impact of games on learning. The Turkish school is an expert in Web2.0 tools. The activity titled “Mind Games with Web2 Tools” will enable participants to use many functional web2.0 tools. The Greek school specializes in Stem. It will carry out the activity titled “Mind Games with Stem”. Students will gain achievements in the fields of “Science, Technology, Mathematics and Engineering”. They will design mind games with stem kits. Thus, they will have created multi-dimensional designs. The Italian school specializes in Coding. ” Mind Games with Coding ”. Within the scope of this activity, the participants will design the mind game using the coding method.The Portuguese school will contribute to the project in Augmented Reality. It will carry out the activity titled “Mind Games with Augmented Reality”. With this activity, participants will cross the boundaries of their imagination and design a mind game with augmented reality tools. Interactive learning, experiential learning, project based learning, simulation and group work methods will be used in LTT activities. In this context, our methodology includes practical applications that provide innovative learning. At the end of LTT activities, students will have designed mind games based on digital technology. They will have experience in “Web2.0 tools, Stem, Coding and Augmented Reality” fields. They will discover ways to spend quality and efficient time. With the project students will gain the skills of critical thinking, creativity, problem solving and collaboration. Teachers will also learn how to integrate mind games into education. They will be able to create versatile and effective learning environments. In this way, professional development of teachers will increase. This development in both students and teachers will increase the quality of education of the schools. Thus, we will raise individuals who have 21st century skills and are taking firm steps towards the future. Even we reach only one individual with our project, we are aware that we will be serving the future of the European Union.
EU Grant (Eur)
Funding of the project from EU: 196980 Eur
Project Coordinator
Zespol Szkol nr 2 im.Jana Pawla II w Narzymiu & Country: PL
Project Partners
- ESCOLA SECUNDÁRIA DE EMÍDIO NAVARRO
- YENISEHIR ANADOLU IMAM HATIP LISESI
- Liceo Scientifico statale Santi Savarino Partinico
- Minna Canthin koulu
- 2o GENIKO LYKEIO NEAS IONIAS MAGNISIAS

