Gry mobilne narzędziem podnoszącym jakość i atrakcyjność kształcenia zawodowego.
▶Summary
The main objectives of the project included the ability to use a modern digital tool, the Finnish platform ActionTrack, creating mobile games and interactive murals, as well as the development of ...
▶Objectives
The main objectives of the project included the ability to use a modern digital tool, the Finnish platform ActionTrack, creating mobile games and interactive murals, as well as the development of language skills, including IT vocabulary and expressions. Additionally, the project aimed to increase the attractiveness of education and vocational training, facilitate the exchange of best practices, and promote attitudes of tolerance and empathy towards cultural diversity. The project also sought to expand knowledge about the geography, tourism, and culture of the partners and to strengthen interpersonal skills such as building self-confidence and teamwork.
▶Activities
Within the framework of the project, the following activities took place: virtual meetings, conferences, and training sessions; a preparatory visit by coordinators to the partner country; on-site training for teachers and students; and two eTwinning projects. Additionally, regular meetings of project participants were held, during which work was done on creating scenarios, routes, tasks, and the game itself. The project also included visits by participants to partner countries, which involved preparing visit programs, activities, and logistics. Moreover, there were meetings with local authorities and organizations involved in promoting the city, as well as language and cultural training for students.
▶Impact
The main outcomes of our project are urban mobile games created by students. Both games, one in Malaga and the other in Bielsko-Biała, are available to tourists visiting these cities, offering them the opportunity to explore and discover places through an attractive tool. Other effects of the project include a variety of competencies acquired by students through project activities, such as IT skills, self-confidence, game storytelling, and imagination development, knowledge of modern IT tools such as the ActionTrack platform, Padlet, and various graphic design programs. Additionally, the project aided students in developing language competencies and in fostering tolerance, empathy, and understanding of other cultures