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The Spielend neues lernen project was a continuation of the successful implementation of the eTwinning project, which was awarded the European Quality Label and got also an award for the best German project. And that was the main reason why the eTwinning project implementer from Turkey, Slovakia, and Greece decided to implement the project as an Erasmus+ project and they invited two other schools from Poland and Italy to participate in it. The project coordinator was Elementary School, Wolkerova 10 in Bardejov. The aim of the project was to motivate pupils to learn foreign languages, to expand the use of activating elements of the game in foreign language teaching, but also in other subjects and to improve pupils´ digital skills. Gamification in education suggests using gaming systems, new experiences and cultural roles to motivate students in learning. Everyone involved in this project had the opportunity to work with web 2.0 applications, create online games, learn from each other, and compare the traditional form of learning with gamification. New learning resources have been created, which are constantly being disseminated and published on the project website, for other schools and teachers. Pupils aged 14-16 years were involved in the project. The project had 2 transnational meetings and 3 short-term pupil exchange meetings. In the 1st phase of the project realization, a website was created to inform about the objectives and implementation of the project. The 1st transnational meeting in Turkey was focused on the evaluation of ongoing activities and at the same time coordinators had made decisions about coordinating other project activities as well as the organization of the exchanges according to the plan. The 2nd transnational meeting was linked to the final evaluation of the project. The main part of the project was the exchange of pupils mainly focused on the practical application of the game elements in learning and communicating in a foreign language. The main part of the project was working on English and German lessons. Pupils created vocabulary collections on selected topics and created online quizzes and games. Subsequently, the short-term meetings of pupils were primarily focused on the practical application of the elements of the game in learning and communicating in a foreign language. Activities in which pupils could participate were also focused on learning about culture. Short-term student exchanges were attended by 45 teachers and 58 pupils from five countries. Each meeting lasted for five days. The program was aimed at checking the acquired language and digital competences. The verification was carried out through quizzes, created online. Pupils worked in international teams, wrote scenarios on assigned topics, and created digital learning material through Learningapps, Quizzis and Kahoot. They also learned how to work with a 3D printer. Thanks to the excursion to Samsung's development laboratory, they became acquainted with creating the mobile applications. They had also the opportunity to become familiar with the lifestyle of teenagers in the country, to develop a team spirit, to improve their language, digital and presenting skills. Each meeting had a game day, where teams played online games and quizzes. The last day of each meeting was always dedicated to the evaluation and the best team was rewarded. The Evaluation of the project was in the form of questionnaires. All results were processed in the final evaluation of the project. The use of games in the classroom aims to achieve success in learning in a simple and fun way. This learning increases pupils' self-confidence, improves problem-solving autonomy and encourages team spirit. We have achieved a great deal by working on our project. As a result, 2692 pupils dealt with 771 questions online via quizzes. The percentage success rate increased from 60% to 80%. The exchange provided the opportunity to explore other cultures on the basis of one's own experience and to gain a sense of European identity. Acquired digital skills have taught pupils to look for the necessary information and critically evaluate them. Not only mobility was our goal. It was durability and reusable learning methods in the form of a game. All scenarios and online games are available to the general public on the project website as well as on the project's eTwinning website. The website is a guide and resource for teachers. The e-magazine informs about the course of the project as well as about the overall experiences and life of the pupils involved in the project. Created collections of thematic vocabulary and games were offered to foreign language teachers at workshops by project participants at schools in their region. The teachers who created this project recognized the benefits of using gamification elements in the classroom and therefore encouraged their colleagues to combine the traditional method of teaching with the use of gamification.
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