|
The goal of this project, to increase students' interest in the school, children's games in Europe of the different parts of the state of consciousness by examining images from daily life, partner, or differential games, explore, and gameplay techniques to reveal the games. Mobilize the spirit and curiosity of the student research. Emptied more energy to concentrate on students' right to learn games that provide URLs to know. Thanks to the games to know with social interactions. Provide a useful URLs to establish friendships. Thanks to provide educational games to stay away from bad habits. Social groups to take part as individuals in these groups to establish and provide skills development. This project is at the same time, the partners mutually informed about historical and cultural structure in which they live is intended to be provided through the interactions.
- Subjects: Classical Languages (Latin & Greek), Design and Technology, Ethics, Foreign Languages, Geology, History, Informatics / ICT, Media Education, Music, Pre-school Subjects, Psychology, Technology
- Languages: EN - TR
- Pupil's age: 5 - 14
- Tools to be used: Chat, e-mail, Forum, MP3, Other software (Powerpoint, video, pictures and drawings), Project Diary, Twinspace
- Aims: 1. Familiar aspects of daily life, especially in creating links that are common to the location on the schools, among... read more1. Familiar aspects of daily life, especially in creating links that are common to the location on the schools, among the subjects of the curriculum of courses, with a partner by introducing a non-traditional methods, create links.
2. Games and using the students' interest and increase the effectiveness of IT work to improve the results and lessons.
3.Other countries know and understand the cultural and historical background, become aware of similarities and differences between us, understanding, tolerance and cooperation.
4.FOREIGN provide communication in a language. English as a tool to reach this information, as well as information to use as a communication tool to share ideas and feelings.
5. IT information to investigate, solve problems, and use it as a place to share the results of both the teacher and use it as a communication tool for students.
6. Teaching and renovation techniques, implementing new teaching ideas.
7. The creativity of the students to prepare presentations and videos, documents, or to develop more innovative methods.
hide
- Work process: Process
Initial Studies
Teachers are responsible primarily to detect and games to games played by students in classrooms that collect the relevant... read moreProcess
Initial Studies
Teachers are responsible primarily to detect and games to games played by students in classrooms that collect the relevant information and documents. Decide to use a common issue. Game studies, game teams, where the schools were included in the images of cities and towns where the introduction of common schools, the introduction of games, TwinSpace tools to gain more information about the students should include targeting.
Section
Logo contest that followed the game should work. Students are drawn for each game or games or computer programs, prepare logos, and prepare themselves for the group.
Then, the main partner of the project work will begin with games.
When teams that are common descriptions of the proposed team work among teachers in the classroom and then verifies that the answers are compared and discussed.
Some examples of the study:
Tough Wipes:
Honey Oil sell sell:
Seven Towers:
Long Donkey:
Fired Top:
Skittles:
Hide and Seek:
Higher Ground:
Don:
Skipping (Fire)
Pinocchio:
On cooperation:
Sek Sek:
SCHOOL GARDEN: playing games, children games, game rules determine the details of writing.
Note: the game by moving the students to create a different atmosphere, people bring to the game with their effects, dramatically presented. Powerpoint presentations, but also many other IT-based solutions (web tools to prepare the game puzzles, word balloons, etc.). Students develop problem-solving abilities and tried to root for them, and can be used.
hide
- Expected results: Expected Results
Participating students rise to the class notes
For both students and teachers the ability to use IT and the development... read moreExpected Results
Participating students rise to the class notes
For both students and teachers the ability to use IT and the development of the ability of using English
For participants to increase social skills and teamwork
In complex work in different areas, learning to become a better detection capability, the development of cross-curricular instructional strategies
Tolerance, diversity and intercultural dialogue, creating a perception based on
Expand the cultural horizons of children and teachers
Materials, tools and web sites, especially games, learned about in later years can be used as an extra resource. Educational games, learning, using as a vehicle for communication and consensus, the project spread to other cultural issues.
hide
|