Gamify English
▶Summary
By implementing this project, we aimed to: - make English language learning processes more enjoyable, effective and interactive, - equip our teachers and students with the knowledge of gamificatio...
▶Objectives
By implementing this project, we aimed to: - make English language learning processes more enjoyable, effective and interactive, - equip our teachers and students with the knowledge of gamification design and how to implement it in classes, - create stories and lesson plans based on gamification, - develop a digital game to improve English skills and make it open access to be used by public, - foster language, digital and social skills of our students and teachers, - increase awareness of our members to have an understanding of being a European citizenship, - create opportunities of learning other cultures and their education system for our members, - create a rise in the number of students and teachers applying for European projects.
▶Activities
The project activities included: - “What is gamification?” animation, - 21 films on selected topics based on scripts written by students, - an e-book with games for learning English, - an e-book with lesson plans using the games and films created for learning English, - a computer game for learning English “SPOTU”.
▶Impact
The main results of the project: - introducing an innovative and more effective approach to teaching in schools, - an increase in the awareness and competence of students and teachers thanks to the teaching materials produced, - an improvement in the English, IT and social skills of the participants. - increasing pupils' motivation to actively participate in lessons and European Union projects, - developing a positive attitude of students and teachers towards the European Union and other countries, - developing curiosity, tolerance and openness towards other nations and cultures among pupils and teachers.