Game as a Method of Education Erasmus Project

General information for the Game as a Method of Education Erasmus Project

Game as a Method of Education Erasmus Project
July 7, 2020 12:00 am
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Project Title

Game as a Method of Education

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 : Strategic Partnerships for Schools Only

Project Call Year

This project’s Call Year is 2017

Project Topics

This project is related with these Project Topics: Early School Leaving / combating failure in education; Quality Improvement Institutions and/or methods (incl. school development); New innovative curricula/educational methods/development of training courses

Project Summary

This project depends on answering to topics related to lack of motivation, engagement and belonging to school that may be one of the primary reasons of early school leaving by using different kinds of games with pedagogical purposes, innovative teaching methods and active learning.
As education institutions, we are aware of the fact that Primary school is first step of basic education. Fundamental literacy and numeracy skills have to be developed in primary school because these skills are necessary for academic achievement. If students develop negative attitudes against school during their primary education, they will transfer them into secondary school. These negative attitudes of students encountered will cause disengagement. A number of research studies verify that these signs of disengagement are preview of early school leaving. The most suitable solution to realize these behaviors and intervene in before it is too late.
The aim of the project is to decrease these negative attitudes through game based learning. Our students need to be motivated in new ways and games include motivating elements for them. By this way, game has become our start point and we reveal our objectives under the roof of integrating game in our teaching. We will develop positive emotion towards to the lessons and transform negative thoughts into positive. By this means, our students’ interest to school will be increased and we will create well-being in both our classes and schools.
Consequently, the project idea is produced and the primary reasons of the project are reported and the questions listed. Then coordinator school released information about project idea, topic and objectives on e-twinning and linkedin. After evaluated all requests according to similar difficulties and needs. Partnerships in this project are established between Turkey,Greece,Lithuania,Spain,France and Hungary. With the cooperation among partners the needs that come to light of those considerations are;The needs of the partner organizations:
-lack of creating an inclusive school climate where all students can reach to their top potential.
-need to create a place where students feel comfortable and supported.
-lack of a gaming environment to facilitate the development of students’ skill.
The needs of the participants:
– need to strengthen teachers’ role as facilitators of learning.
– need of teachers to access to enriched opportunities for their continued professional development
-lack of designing effective learning opportunities for students (autonomy, time, and space for innovation)
-lack of the helping students to establish dialogue and break social and cultural boundaries.( teamwork, feedback, self-reflection and evaluation)
-lack of teachers specialized in providing the learning experiences needed to respond to current challenges such as planning of personalized learning, behavior management,effective target setting, raising achievements and assessment.
– the fear that the game does not serve the purpose of learning
– lack of skills and resources in order to develop games.
-disinterested of students in classes
-absence of adequate games in course books
The needs of the community:
One of an essential objective of the Europe 2020 Strategy is reduce the EU average rate to less than 10 % by 2020. This is our common problem .we, the citizens of Europe; we must set out both to raise awareness of the early school leaving issue, and to find efficient ways out together.
Educators from different partner countries will exchange experiences and best practices in game based learning, and collaborate to foster educational materials useful in teaching and learning with students aged 7-10 years old at the partner schools.
The project activities will be performed under the three working packages; implementation, dissemination and monitoring and evaluation.
Implementation activities : Forming Erasmus+ working teams, Registering the e-twinning platform, researching and exchanging our games, Games to learn school subjects(Literature ,Maths,English,Social,Citizenship), Arts and Crafts Activities, Creating interactive games
Dissemination activities:Preparing project website and updating, preparing brochure, booklet, poster, banner, Seminars and conference, keeping e-twinning active and sharing activities in partners’ school websites
Monitoring and evaluation: design games, classroom activities, implementation and interpretation of the questionnaires(at the beginning of the project, fist half of the project and the end of the project),interim reports, comparing questionaries,surveys, analysis course book and reports.
the objectives of the project are going to be shared with our target groups;
1. Inside: students, teachers, parents of our students, school managers
2. Outside: representatives of other schools, school leaders, parents’ associations, local organizations and authorities, people who interested in these topics. (researchers etc.)

EU Grant (Eur)

Funding of the project from EU: 137875 Eur

Project Coordinator

SHT.PIYADE ONB. ORHAN TEZCAN ILKOKULU & Country: TR

Project Partners

  • 18th Primary School of Rhodes
  • Szabó Pál Általános Iskola és Alapfokú Muvészeti Iskola
  • Panevezys ,Sauletekis’ progymnasium
  • OGEC SAINTE-ANNE
  • CEIP Virgen del Remedio