Can You Play With Me? Erasmus Project

General information for the Can You Play With Me? Erasmus Project

Can You Play With Me? Erasmus Project
September 14, 2022 12:00 am | Last Update: June 30, 2023 4:18 am
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Project Title

Can You Play With Me?

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: Teaching and learning of foreign languages; ICT – new technologies – digital competences

Project Summary

According to Eurydice data(2017),the most taught language in Europe with 97% is English.But our students don’t have enough success in English course.They can’t speak comfortably,they can’t write a little complex sentence.They are always afraid of making mistake.They don’t know enough vocabulary.And they don’t want to memorise new words.Because they don’t have any interest in English course.As teachers who prepare their students for 21st century Europe,we want our students to express themselves without worrying about making mistakes.For this,students should do lots of repetitions and use the language frequently.But in doing so, we want to exclude learning from task,make it fun with games,thus providing an easier,more permanent and enjoyable learning environment for students.Thus,the class will not only be the place where the lesson is taught,but also a place to have fun and a positive change will be seen in the motivation of the students.(Maurice,2013)
The person having fun is not afraid to make mistakes.The most suitable environment for learning a foreign language is the environment where communication is established and sharing(Lopez,2003).With the mixed country teams we will establish,students will listen to each other,take notes,and effort to express their opinion.For the student who listens,speaks,writes, enjoys,laughs,learning will become more meaningful and permanent.

Our aims are to:
-exchange of good practises
-provide language development
-increase interest and motivation towards English
-strengthen teachers’ professional competencies
-provide learning through playing
-use technology to gamify courses
-produce outdoor games for active learning
-increase imagination,critical and creative thinking through games
-make English course interesting,engaging,enjoyful,exciting with games
-increase mutual interaction and motivation through engagement
-create board and box games to increase motivation
-integrate board and box games,digital games and outdoor games into English course
-progress 21.century digital ability
-promote intercultural awareness
-strenghten international network of schools

To reach our aims, we will carry out 5 LTTs and 33 local events.We have 8 concrete results:
Web 2.0 Handbook
3D Museum
Board Game Handbook
Digital Game Application
Digital Game Handbook
Outdoor Game eBook
Outdoor Game Handbook
Game Festival

During project, students will be active in courses,will increase imagination,critical and creative thinking through gameswill progress language proficiency.They will increase their interest and motivation towards English.They will learn English through playing and create outdoor games for active learning,create board and box games to increase motivation,create digital games to use technology to gamify courses.They will develop social communication skills and 21.century digital ability.They will make English course interesting,engaging,enjoyful,exciting with games they produce.They will increase mutual interaction, motivation through engagement and sense of belonging.They will promote intercultural awareness.They will develop self-confidence.Participants will gain these objectives with teamwork,peer learning,living by doing,experiental learning …methos.

Participating teachers will progress 21.century digital competence and strengthen the profiles of the teaching profession, have ICT and new technologies competencies.They will learn new web 2.0 tools on digital games,virtual 3D museum,eBook,evaluation tools and integrate web them in their curriculum.They will use eTwinning platform effectively and contribute to the internationalization of the institution.They will work with people coming from different countries and cultures.They will increase European citizenship awareness and awareness of different
cultures.They will gain project management competence. They will observe and integrate good studies of host partners.They will improve foreign language proficiency.

There will be 1 “Short-Term Joint Staff Training Events” and 4 “Short Term Exchanges of Groups of Pupils”.There will be 72 students and 32 teachers during LTT and also there will be approximately 800 people in local activities.They will join activities in a collaborative way.
Even after project ends, students and teachers will go on produce digital games for Digital Game Application and these works will be uploaded after Content Evaluation team evaluate their relevance and usefullness.The games will be usable for everbody who has this application.We will contribute English courses.
Game Festival will be repeated every year as local event even after project ends. Lots of people can see how games can develop language competence of students Each handsbooks will be shared in different platforms for teachers because they will be prepared as guide.According to infos and studies taking part in handbooks, teachers will prepare their own games with their students.Thus we will start a change in English courses of lots of schools

EU Grant (Eur)

Funding of the project from EU: 124904 Eur

Project Coordinator

ZS V Domcich & Country: CZ

Project Partners

  • Agrupamento de Escolas de Montelongo
  • SEHIT SÜKRÜ ÜNLÜ ORTAOKULU
  • IISS Ferraris-De Marco-Valzani
  • Szkola Podstawowa nr 3 z Dodatkowa Nauka Jezyka Bialoruskiego im.Jaroslawa Kostycewicza