NO MEMORIZE ANYMORE COME AND PLAY FOR MORE Erasmus Project
General information for the NO MEMORIZE ANYMORE COME AND PLAY FOR MORE Erasmus Project
Project Title
NO MEMORIZE ANYMORE COME AND PLAY FOR MORE
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: New innovative curricula/educational methods/development of training courses; Intercultural/intergenerational education and (lifelong)learning; ICT – new technologies – digital competences
Project Summary
Over the past several years, GBL has emerged as a promosing area of innovation in education system. Learning and designing games or simulations can positively affect students outcomes and support engaging classroom practice. GBL means an attempt to incorporate games into the teaching learning process to make students learn different aspects. With the use of games an excellent way through active learning and paricipative teaching approaches will be supported for contructivist and pedagogical approach. To provide opportunities for students, teachers and other educators should examine important contents(hard and boring to learn) in a lively and enjoyable situation.
Not only digital games but also discovery,board,musical,puzzle games enable students to have experiment with cause and effect, learn how to ask questions and develop their intellectual curiosity, visualize relationships between objects and work together or improve their creative ability.
Our project is connected with the design edutaintment games and integration of innovative teaching and learning techniques amon Turkey, Poland,Spain,Hungary,Greece and Italy at the area of training activities including process of education for LMS, edutaintment science centres, game stations and fairs. With participant teachers and educators’ putting effort to integrate games to the curriculum and more innovations by vendors andadoption by students and teachers GBL will have an effective impact on education system. Due to LMS, all participants will have the chance to reach materials, games, competitions, innovative teaching ideas, good practice examples prepared by all partner teachers and students according to universal lessons. During the process of online educations, all participants or stakeholders will gain technological, innovative and creative skills, times to communicate with new cultures by using English not for compulsory but for full of willingness.
The partnership of our project will aim that;
Students will be allowed to express themselves as individuals while learning and engaging in social issues.
Ideal learning environment will be created by using games to be interactive and provide outcomes and feedbacks via LMS.
School leaders will encourage and support teachers to introduce well-planned game based learning initatives into classrooms.
All stakeholders/ participants will gain strategic thinking, planning communication, negotiating and group decision making skills.
By making all participants students have electronic portfolio, their development of creating game process will be monitorized.
Games will be used to document evidence of student ideas and understanding with the use of ‘storyboards’ prepared by students to use to capture the details of a game situation to be used as the basis for additionaş discussion or reflection.
Competitions like ‘The Game In Your Dream’ will be organized to improve competences of students and pedogogical professional of educators. And with competitions like ‘Introduce Your Culture With Games’, new cultures will be known.
Due to the game dictionary organised by Greek partner and designed by all participants, a multilingual environment will be occured.
Via online educations, participants will be socialization and getting to know each other.
Each teacher having same professional field with the other participant countries’ teachers will communicate and share their lesson plans and good practise examples.
With our project outputs(LMS, game dictionary, game based materials booklet..) we will find solutions of our problems such as;
*lack of available time for teachers to learn new innovative teaching techniques and generate best practices
*lack of specific training and support on the effective usages of technological devices
*disadvantages of traditional assesment evaluating only students’ memorizable knowledges not the others skills such as communicative competence, critical thnking skill, creating, teamwork etc.
*parents not understanding the educational benefits of innovative education techniques such as GBL and not being able to support their children with this
*not being aware of European curriculum or teaching and training techniques used during education process
*lack of knowledge about different cultures and languages
It is clear that our project will enable desire to harness the motivational power of games in order to ‘make learning fun’ and belief that ‘learning through doing’ in games such as simulations, offers a powerful learning tool via LMS where universal edutaintment materials can be uploaded or downloaded by all participants. With this project we will be a part of global, innovative and sustainable of education of the future.
EU Grant (Eur)
Funding of the project from EU: 128010 Eur
Project Coordinator
TRABZON FEN LISESI & Country: TR
Project Partners
- Istituto Superiore Vittorini Lentini
- 1IMERISIO EPAGGELMATIKO LIKEIO NIKITIS
- COLEGIO SALESIANO SAN LUIS REY
- Budapesti Gazdasági Szakképzési Centrum Széchenyi István Kereskedelmi Szakgimnáziuma
- Zespol Szkol Da Vinci

