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GAME LITERACY AND LEARNING All the schools need to stay connected with the real needs of the students, understanding their interest, express their identity and help them to have better education with innovative methods in order to remember the knowladge in the future. Learning with games in classes is key to learn lifetime best learning. We can say that games can be used in any classroom, across almost every learning area because educational games are a great tool for building foundation in all lessons even math and language skills that today's school curriculum requires. This method is used for creating innovative teaching approaches that are able to challenge youngesters. Up to now, as the need analysis of all Project partner countries' local context showed, the curricula give little space for teaching with games in classes: games are not used in well enough during education at schools, just as cross-sectional topic or offered as optional when teaching. Survey is distributed in all Project partner schools showed less games used in classes during teaching topics, and great ammount of time spent triditional teaching methods. The motivation for our project is therefore to try a project-based approach on teaching system, which can be incorporated in our school curriculum as extra-curricular activities. The objectives we would like to achieve are: O1-To exchange, share and benefit from good practices in the area of integrating variety of Games in the educational process O2-To create a sustainable game-based and game literacy enhancing learning environment in our schools O3-To equip students with critical thinking skills in relation with learning issue (ability for evaluating, analyzing and understanding) in order to become critical and responsible during learning activities. O4-Developing the students' ability to create and responsibly disseminate game content and become skillful learning abilities. O5-Promoting international and intercultural environment in our schools through joint teaching activities that use state-of-the-art game tools O6-Creating and using innovative methods in order to be successful these objectives, Students and teachers will participate in activities that are going to form of workshops, role-playing activities problem-solving tasks, outdoor quests, seminars, creative labs, online games, team building, creative writing sessions, interactive live games, using QRs in treasure hunts, plenary sessions, presentations, writing news articles, producing public speech, panel discussions, visits to local authorities, competitions and the others. There will be many preparatory and postmeeting activities done by via eTwinning platform. The expected results of the Project are both concrete - Gaming Library that contains lesson plans and one five-day project plan; A YouTube channel for project, website, vlog, Game Literacy Bank-an open educational source that contains materials which can be used in any lessons; an eTwinning group and event; raising awareness of youngsters towards European common values, ; a podcast and articles promoting our project tolerance, democracy and non-discrimination; enhancing critical thinking skills developing intercultural dialogue;; enhancing students' imagination; creating responsible future citizens, innovative teaching methods, We are planning to incorporate more enjoyable learning tecnics in Education at our schools either directly via annual five-day Game Literacy Projects and using our materials on game literacy, or as extra-curricular activites. The impact on students can be more critical in relation with learning games-based technics and content, more productive in lessons and therefore act in the future as wise, active and responsible citizens.
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