Playing with the past, Improving with the future!
▶Summary
Our project included 6 partner schools, TR, FR, GR, PT, RO and IT, and an education association (Educom -GR).Our project partnership was based on the basic needs of all our participants. In addition, other basic needs of our project partners were as follows. These needs were determined by our coordinator with a questionnaire prepared with googleforms) - lack of staff key competences (inclusive education model, games and inclusion, digitalization) - lack of Foreign language skilss of teachers and students -The European dimension of institutions is weak - Lack of opportunities for institutions to create new networks - the need to become a more inclusive school -Weak school-parent relationship - lack of awareness of active citizenship - democratic society and European Union - lack of awareness of eco-friendly approaches -Digital inabilities of teachers and students In the context of these needs, we had identified 3 main priorities for our project: -Inclusion and diversity in all fields of education, training, youth and sport, -Development of key competences, -Supporting teachers, school leaders and other teaching profession All of our project activities were designed to support our priorities and to achieve our goals.
▶Objectives
We ensured the inclusion and diversity in 6 partner schools from RO, TR, GR, PT, FR, IT and Association in GR by using formal, informal, and non-formal education methods on no-touch traditional and digital games in our structured courses, and project activities . We improved by 1% the 8 key competences of 4000 students from 7 partner organisations by non-formal education methods during 2 years of project activities and 1 short-term exchange of groups of pupils in RO. We improved the quality of 60 teachers from 6 partner schools and 1 association by 10% by using 12 traditional and 15 digital games produced by using 5 different web 2.0 tools in face to face and distance learning . We developed 6 instruments with the role of transfer and exploatation in and outside Europe through the participation of 60 teachers in 3 short-term joint staff training events between 11.2021-11-2023 We increased the internationalisation of 6 schools from RO,TR, GR, PT, FR, and IT and an association in GR by cooperation and networking between 11.2021-11.2023 We also achieved: incresed in key competences of our staff (inclusive education model, games and inclusion, digitalization) , in Foreign language skilss of teachers and students.
▶Activities
We had preparation, implementation and follow-up and dissemination activities. Preparation Activities: we used twinspace to communicate and disseminnate our results , we holded weekly meetings through various digital platforms , skype, zoom , googlemeet , we created Erasmus +teams in our schools and assigned roles in the project , we formed teams of teachers responsible for project activities . Questionnaires and surveys were prepared for teachers, school workers, students and their parents to get know what their expectations about the project were. Trained our Erasmus+ coordinators from our school on how to plan, control the budget, monitor and evaluate the project activities, measure and disseminate the results in a proper way. We made a detailed schedule of project activities,made research about the partners countries Online meetings -we formed a comission for the selection of participants for the LTTs and TPMs. Management and Implementation Activities: included organisational and administrative tasks, virtual meetings among partners, preparation of communication materials, preparation and follow-up of participants taking part in activities, networking events, meetings, working sessions to exchange practices and to develop results - Logo, poster, brochure, website preparation (also in digital format,) - Billboards at schools, articles in local media and our social media accounts - 4 LTTs ( Digital Games ( PT), Play in the Forest ( GR), İnclusion and diversity ( GR), The Magical Power of Tarditional Games ( RO) -3 TPMs ( kick off- FR, Interim -TR, Final Meeting -IT) - 1 integrated programme to be integrated in the participating school curricula or in their extracurricular activites/ clubs -1 methodological guide with ISBN published in100 samples on ensuring social inclusion and diversity in European schools through traditional, modern and online games for children -1 book with ISBN including explanations of 12 traditional games and 15 digital games -15 Digital games -Interviews with parents about traditional games - 20 oral storyrecordings of parents' memories of their chidhood games. -The most creative digital game competition among all partners - Traditional game exhibition in each country - 6 digital posters - Surveys, questionnaires and results to be applied to teachers, students and parents -we created a googlesite to share online games prepared by Web-2 tools -we kept Erasmus+Fair in each country Follow-up Activities: - we set indicators to measure the impact of our project activities on our participants in school, out of school, local, regional, and international level. - we compared new data on problems of inclusion, sense of belonging, academic achievement and student mood in partner organizations with pre-project data. -we compared new data on teachers' motivations, competencies in combating inclusion and diversity challneges and their innovative experiences with pre-project data - we increased motivation in foreign language lessons were our tool to measure the rise in foreign language proficiency. -the materials and documents analyses were also an indicator of the students progress during the partnership. -feedback from online platforms l enabled us to measure the impact of our project at the Europeanl evel. - group discussions, satisfaction questionnaries, evaluation questionnaries, -The number of 'likes' that our YouTube channels had and the number of followers of our project's social media accounts ( Facebook, Instagram, twitter,website) Dissemination Activities: -we prepared a detaield DEOR plan with one person responsible from each country - we informed all schools and local community about our school project – we wrote 25 articles to the local newspapers -we distributed 700 leaflets about the project's aims and results –we used the EU Dissemination Platform, E+PRP, eTwinning and TwinSpace -we held 2 online event on e-twinning – we uploaded on TwinSpace all our project concrete results as OER (Open Educational Resource).
▶Impact
The concrete results and outputs of our project were: * 1 book (50-70 pages) with ISBN published 50 samples on the description of 12 no-touch traditional games and15 digital games of each country (all languages and english) *1 educational programme to beintegrated in the participating school curricula or in their extracurricular activites/ clubs *1 methodological guide with ISBN no. published in 100 samples on ensuring social inclusion and diversity in European schools through traditional, modern and online games for children (lesson plans of 12 Traditional Games, and 15 online games (link and explanation of thegame) *LTT on The Magical Power of Traditional Games for 18 educators and 12 students for 5 days *LTT on Inclusion and Diversity in all Fields of Education for 18 educators for 5 days *LTT on Preparing Digital Games with WEB2 'Tools for18 educators for 5 days *LTT on Raising Awareness of environment through traditional games fot 18 educators for 5 days *3 TPMs *1 international video conferenc *Erasmus+ Fairs in each partner country *15 Digital games *Interviews with parents about traditional games *20oral story recordings of parents' memories of their chidhood games. *The most creative digital game preparation contest *Traditional game exhibition in each country *6 digital posters (reflecting the cultural elements of partner countries) *Project logo, roll-up, posters, brochures, promotional items *Questionnaries and results to be applied to teachers, students and parents *Project website, googlesite and youtube channel *Social media accounts and posts