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Instituto de Almalaguês

Country: Portugal

Instituto de Almalaguês

2 Projects, page 1 of 1
  • Funder: European Commission Project Code: 2017-1-AT01-KA219-035048
    Funder Contribution: 105,221 EUR

    "Game-based learning is getting more and more popular and various kinds of learning processes are employed in classrooms and game-based education is such a process. In particular, games have contributed chiefly towards the interactive experience of the learner. Also, when playing a game the learner is occupied from start to finish of the session, unlike regular classroom sessions. However, someone had to design and implement these games. The aim of this project was twofold: on the one hand, we aimed to teach both pupils and teachers what game-based education is and how it can be used in the classroom and on the other hand, how one can design and implement a simple game (e.g., a game involving a pendulum). Since all computer systems have a browser and today all browsers support HTML5 and JavaScript, we concluded that the ideal tools for this project are HTML5 and JavaScript. The project had two phases. In the first phase, teachers and pupils learned the basics of game-based education as well as the basics of web programming with HTML5 and JavaScript in learning/teaching/training mobilities. We welcomed an expert from the local University (KPH) to teach us about game-based education and we are lucky to have an IT expert in our project team. He taught HTML5 and Java Script basics to the teachers.Then, in the second phase, teachers in each country shared their knowledge and all teams got involved in the design and implementation of their simple games. The games have been evaluated locally by a team of pupils and ""globally"" by all participants. Thus each partner formed two teams: the core team, which designed and implemented the simple game and which consisted of about 10 people, and the evaluator's team, which locally evaluated games and which consisted of about 30 people. The best games in each country were presented at the final meeting. All games are posted to the web page of the project and all material produced are available from the project's web site.The most important findings are that creating your own game is not that easy, especially to make it attractiveand that creating your own game is very time-consuming. First, it takes a lot of IT and game-based-learning knowledge to be ready to start and then it takes a lot of time for testing, evaluating and updating.So after running this project and gaining experiences we all got a deeper understanding of how game-based-education works, increased our IT skills and value more all the efforts and time others have invested in games that are ready for us just to use (for free).So everyone realised the importance of teamwork and appreciates more all contributions by the team.SHARING and TEAMWORK are the keys to a better future for all of us."

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  • Funder: European Commission Project Code: 2015-1-AT01-KA219-005058
    Funder Contribution: 86,036.2 EUR

    The Internet is not just another communication medium is the medium of communication today. In advanced countries almost all people have a digital identity through their accounts at Facebook, Twitter, Gmail, Hotmail, Instagram, etc. In the cyberspace people interact in various ways. For example, people can exchange ideas on various matters, work together, share files, etc. However, the cyberspace is a mirror of the real world and so nonpleasand things can happen. For example, pupils may exercise cyber-bullying, people may steal credit card numbers so to rob money, people may defame others for extortion, etc. Unfortunately schools do not teach pupils how to behave in their cyber-interactions. Thus this project aims to fill this gap to the extend this is possible.This project consists of a number of training events where both teachers and pupils will learn important things about problems that may be incurred to people when they use social media and other Internet communication tools with no caution. In addition, pupils will prepare videos, presentations, newsletters, that will inform their schoolmates about their activities as well about the ways one can use to protect herself. Teachers, on the other hand, will use the projects Web page, the project's Facebook page, etc. to present the activities of the project. In addition, they will present the activities of this project as well as the results and/or conclusions of the project to various local media (e.g., local newspapers and news portals). Also, a joint report on the responsible use of the Internet will be prepared at the final stages of the project.Since the project aims to study a variety of improper uses of the Internet and at the same time to propose ways to protect pupils and the general public from taking part in malicious practices, this partnership will prepare a scientific paper where it will describe their findings so that other partnerships and/or researchers can use them in any reasonable way. In order to ensure the availability of these findings to the global community, the paper will be posted to the arXiv server. The activities outlined above were designed so to develop the spirit of cooperation between people, the understanding of cultural and social differences and the recognition of cultural and social similarities between Europeans. This way, pupils will foster their European identity while learning modern and very useful things. At the same time, pupils as well as teachers will improve their linguistic skills and their ITC knowledge. The quality of the scientific work is guaranteed by the contact person of the Greek team who has a good scientific reputation and a good publication record. Monitoring and evaluation will be used in the continuous process of assessing the progress made towards stated objectives, so thatgaps between the original project plan and the actual achievements can be identified and corrected.A detailed dissemination plan was designed to promote an ongoing exchange of information. In the creation of a shared resourcessection in our website and the posting of the outputs of the project activities it is anticipated that the project will help to raiseawareness of the contribution of enhancing family, community and school values across Europe. Other institutions and stakeholdersand people interested will get their information as well as open access to resources developed through the project via website andWeb 2.0 networking tools created by the Partnership. Other channels of dissemination will also be used: newsletters, workshops,conferences, newspapers, and a paper.The visibility and sustainability of the project will be assured by all the dissemination activities (maintaining and updating the project website and the Facebook page). The paper will hopefully trigger future research in this field.

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