Let’s play lively, study digitally Erasmus Project
General information for the Let’s play lively, study digitally Erasmus Project
Project Title
Let’s play lively, study digitally
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: Pedagogy and didactics; Intercultural/intergenerational education and (lifelong)learning; ICT – new technologies – digital competences
Project Summary
With this project, the aim is controlling children’s computer addiction, in order to unconscious prohibitions digital games, we will apply to them lots of activities with their same age of those children. While children are confident with the technology, they are still developing critical evaluation skills and need our help to make wise decisions. In this area to give wise decisions behalf of children by teachers and parents, they (teachers and parents) need to be educated. Educated teachers and parents can determine the correct orientation to children. In this project it is also aimed , in this era, virtual world and real world must be lived together by children on the ground of regular system.
Overall, the parents that responded deciding what games were appropriate for their children ultimately had to be their decision based on their judgment of each child. Have the confidence to say ‘no’ if we do not think a game is appropriate for our child. But it is impossible to take them under control by the prohibits. We must create to them other opportunities. We must teach them how to use internet, computers, electronic devices in a useful way. Firstly , we must be educated in this area as conscious teachers and parents.
Computer games dictate theirs own fantasy world for children. Children always builds dreams in their brains. Children grow up their own dreamed world. The children must produce their own game and should live their own dream world. They should play all together with other children nearly at the same age. They should learn how to do communication, how to do cooperative eachother. Computer games are restricting their dreams. They are thinking the world very far away from the realty. In this study both children, teachers and parents will learn a lot of subjects (ITC, foreign language, cultural games, sociality, globalization, art , sport, gardening etc..). In real world activities and ITC implementations will take part in children life as a reality. By the way difference between real games and digital games will be clearer by the children imagine world.
This study aims to determine the awareness of children at primary school age and their parents towards digitally games. It quickly became apparent that there was a big difference between what concerned parents understand and what their technologically savvy children know. The rapid pace at which new media are evolving left adults and children stranded either side of a generational digital divide. But panic or no panic, the virtual world and the real world do contain risks, and children left to navigate a solo path through either, face many dangers. The trouble is that although as adults we instinctively know how to protect our children offline, we often
assume that their greater technological expertise will ensure they can look after themselves online. But knowledge is not the same as wisdom. This review is about the needs of children. It is about preserving their right to take the risks that form an inherent part of their development by enabling them to play digital games and surf the net in a safe and informed way. In this project, by listening to children and putting them at the heart of this review – and by replacing emotion with evidence – we hope that we have provided some very necessary focus to what is a very necessary debate.
This project includes intense education programme. When the teachers were educated on smart boards and Moodle course and such programmes ( kahoot.it etc.), students will use smart board and how to use to join Moodle course , Moodle lesson test, homework via internet . So, computer and internet usage will be active in lessons. Students and also parents, teachers will use devices digitally contents as training , learning method. So, not spend their leisure time as trash. Teachers, parents and children will take place sometimes separetaly, sometimes all together the activities of gardening, indoor activities (art, music, theatre, singing , gym sports, folk dance ) , outdoor activities (picnic, tracking, sports, games), foreign language , computer , natural sources and environmental lessons , practises.
We need to disseminate this project in overall partners country and wide area of countries. As we planned, in general to deal with the dissemination plan for all partners. Because this project dealt the children’s general digital problems in every country. Problem side is the main situation is very common. As we won’t be focused only the problem, dissemination activities will be able to cater to a wider area as possible. Although in this side of the students the problems and implementations are common, here characteristic of the target group structure may be different for each participating country. Therefore, this project is a unique project.
EU Grant (Eur)
Funding of the project from EU: 72736 Eur
Project Coordinator
ANKARA ELMADAG CUMHURIYET ILKOKULU & Country: TR
Project Partners
- OOU “Strasho Pindjur” Sokolarci
- Scoala Gimnaziala Mihai Viteazul
- Spoleczna Szkola Podstawowa nr 1 w Tarnowie im. ks. prof. J. Tischnera
- Klaipedos Maksimo Gorkio pagrindine mokykla
- 78 High-school Hristo Smirnenski