Game On Erasmus Project
General information for the Game On Erasmus Project
Project Title
Game On
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
Today’s curriculum is no longer about memorizing, but rather building a framework in which pupils have an understanding of what they are studying and experiencing in such a way that they do not feel burdened by the volume of feedback. Sadly, though, we are continually dealing with the issue of demotivation and loss of engagement in education, which keeps our learners from obtaining positive education results, and we are attempting to offer them the desire to improve their learning, an effort that is seldom successful. Latest studies have demonstrated that utilizing gamification in the classroom offers a answer to these problems. Games, in every form, improve motivation by interaction. Gamification is by taking gameplay features and adding them to non-game environments.
Methodology
Implementation of the plot will be done in 5 stage. Every stagecovers one LTTA. Teachaers will develop sample calsses before LTTA. They will apply those of calssess in local level first. During student exchange, all 5 partners’ teachers will show their lessons with the participation of all 5 partners’ students. (to add international effect) At the end of the week, after evaluation, teachers will create the latest forms of the lessons according to these experiences. After the exchange, all these lesson technichs, materials and plans will be integrarted into classess in term of recommenation by disseminating as many as teachers in local level. All five LTTA will include different sub-topic so we will achieve furitfull resources in different disciplines. The findings are found in the final production – the instructor guide – under the sub-chapter ‘Introducing gamification in the classroom. Designing a modern method of accomplishment, ‘which would also act as a reference for the introduction of this program in the pilot courses. Teachers will address with students and their parents the revolutionary method of success that they should introduce in their classrooms.
Objectives
1. Improving pupil contentment with school by at least 10%
2. Reduce the percentage of students who struggle to do their homework by at least 15%
3. Improving the development of skills and competencies by students in main areas: algebra, physics, languages – which can be demonstrated by continuous testing (applied before or during each LTTA) and by end-of-year exams
4. Improving the skill of teachers to implement gamification ideas into classrooms and to introduce them into daily practice
5. Facilitate collaboration between European teachers with a view to developing a shared guide for the use of gamification concepts in the classroom
Number and profile of participants
Each exchange team are made of 6+2 (6 studnets+2 teachers) per LTTA. One of these will be the coordinator / contact person, while the other will be teacher whose profession is reallated to sub-topic of the LTTA. Every one of the these teachers will be given a field of specialization (language instruction, math, science) that will be addressed during transnational practices.
The students must also engage in the events of the school. 720 students (24 direct/120 indirect / per partner) aged 12-14 (from 5 pilot classes) would be primary beneficiaries of the gamification system to be applied over a course of 2 academic years.
Description of activities
LTTA1 – Members explore, evaluate and equate gamification concepts and how they can be applied as a whole program with the pilot groups previously defined by each group. They propose their proposals and use the latest and most important ones to reform the new structure of achievement.
LTTA2 -is focused on Science lessons and the way games can be used in its approach, on the basis of the partners` experiences and ideas
LTTA3 – focused on using games in English teaching
LTTA4 – – focused on using games in Maths teaching
LTTA5 – focused on using games in teaching primary pupils
Results
1. Teachers ‘Guide to the application of gamification in key topics, including the following subchapters:
2. Dissemination resources – videos, demo events, publications
3. The eTwinning project page where all the reports are published
4. Website of the group, social network accounts
5. Materials for project visibility 6. Instruments for initial and final assessment
7. Effect Assertion 8. Project 9 on growth. Teacher and student surveys
Impact
Pupils are anticipated to improve their enthusiasm and school success by the new teaching methodology suggested by the team. The project would build an open, healthy and enjoyable learning experience where children can feel able to be together and learn whilst having fun.
On the long run, teachers would enjoy more their teaching, knowing that their contributions are valued, which would allow them more inspired to create new instructional strategies and enhance student participation.
Relation with parents should also improve, because we will speak with them on a daily basis regarding the success of kids in school.
EU Grant (Eur)
Funding of the project from EU: 108668 Eur
Project Coordinator
Skolen på Grundtvigsvej & Country: DK
Project Partners
- OOU Goce Delcev
- Espacios Educativos, S.C.M.
- HOCA ISHAK EFENDI IMAM HATIP ORTAOKULU

