This survey was conducted by Sht.Pi.Onb.OrhanTezcan Primary School in June 2019 to evaluate a European cooperation project called "Game as a Method of Education" that took place between 2017-2019. The survey consisted of questions about teacher expectations, atmosphere of meetings, clarity of information, impact on the school community, feelings of European citizenship, improvements to teaching methodology, organization of activities, student motivation, fulfillment of objectives, recommendations to colleagues, desires to repeat the experience, descriptions of the project, lessons learned, difficult tasks, best moments, and suggestions for future projects. Overall, the teachers indicated that the project activities and mobilities were successful and they gained educational insights as well as personal experiences through
A new not-for-profit organisation founded in 2014 (led by Miranda McKearney formerly of The Reading Agency)
Empathy Lab’s vision Read stories Build empathy Make a better world
A new not-for-profit organisation founded in 2014 (led by Miranda McKearney formerly of The Reading Agency)
Empathy Lab’s vision Read stories Build empathy Make a better world
Conversational Gamers: Developing Language Skills and Connections Through Boa...SeriousGamesAssoc
As the number of international students entering North American universities grows there is an increasing need to develop programs that help with their transition to a new community. International students are not only making the leap from secondary to post-secondary education, they are also entering a new country and culture and may struggle making connections with their domestic peers. This session plans to summarize the research surrounding relationships between international and domestic students and using games for language learning. It will also present a case study on the implementation of a conversation partners program that paired domestic and international students together with board games to not only improve language skills, but to bridge the gap between these two student groups. Research shows that learning through play, including multiple examples of language learners learning through gaming, is a highly successful endeavor. The literature largely focuses on using digital games in the classroom with limited research on using board games or role-play games for a similar purpose. This program was created as a partnership between the Wilfrid Laurier University Library, Laurier International and the Laurier English and Academic Foundation (LEAF) program.
The guidebook from the first Module - History.
It is a 2-year Erasmus+ project designed to develop and strenghten parnerships between 5 European schools. It aims at approaching different aspects of the theme of the enivironment via various topics and levels. The project is divided into 4 modules, each concerning a different, broad part of the environment: history and culture, relationships, technology and ecology.
eTwinEngland project aims at having knowledge of England. Students will cooperate to discover the country, the history, the traditions and art. They will plan a school trip to England while improving their language skills in English.
Conversational Gamers: Developing Language Skills and Connections Through Boa...SeriousGamesAssoc
As the number of international students entering North American universities grows there is an increasing need to develop programs that help with their transition to a new community. International students are not only making the leap from secondary to post-secondary education, they are also entering a new country and culture and may struggle making connections with their domestic peers. This session plans to summarize the research surrounding relationships between international and domestic students and using games for language learning. It will also present a case study on the implementation of a conversation partners program that paired domestic and international students together with board games to not only improve language skills, but to bridge the gap between these two student groups. Research shows that learning through play, including multiple examples of language learners learning through gaming, is a highly successful endeavor. The literature largely focuses on using digital games in the classroom with limited research on using board games or role-play games for a similar purpose. This program was created as a partnership between the Wilfrid Laurier University Library, Laurier International and the Laurier English and Academic Foundation (LEAF) program.
The guidebook from the first Module - History.
It is a 2-year Erasmus+ project designed to develop and strenghten parnerships between 5 European schools. It aims at approaching different aspects of the theme of the enivironment via various topics and levels. The project is divided into 4 modules, each concerning a different, broad part of the environment: history and culture, relationships, technology and ecology.
eTwinEngland project aims at having knowledge of England. Students will cooperate to discover the country, the history, the traditions and art. They will plan a school trip to England while improving their language skills in English.
How to Split Bills in the Odoo 17 POS ModuleCeline George
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Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
1. This survey of 15 teachers was conducted in June, 2019 by
Sht.Pi.Onb.OrhanTezcan Primary School.
“Game as a Method of Education”
2. 1To what extent your expectations about this project have been met?
2Did you like the general atmosphere of the meetings between the partners?
3.How clearly was the information during the project?
4.Do you think this project of European cooperation is having a positive impact on your
school community?
3. 5.Do you feel that your participation in the project has made you member of
a larger group and that you have created friendships?
6. Do you feel more like a European Citizen after your participation in the
project?
7. Has the project helped you to improve your methodological approach in
teaching?
8. Were the activities during the mobilities well organised and clear?
4. 9. How clearly was the information during the project?
10. Had the project a positive impact on your school community?
11. Did you notice your students’ motivation and inclusion in learning
through game based activities?
12.The objectives of the project were fulfilled?
5. Would you suggest your Erasmus+
experience to other colleagues.
Data from answers to this question shows that the all teachers suggest erasmus+
experince to their colleagues
6. 3.Would you repeat your Erasmus+
experience?
All teachers gave a positive response, indicating that all Project activities and mobilities have
run successfully
7. 4. Describe the project in a word/adjective
• Successfull
• Great experience
• Creative
• Knowledge
8. 5.Write the good practice you have learnt from your
partner countries.
Educational Games
Have knowledge about history and cultural
Coordination in the classroom
Different games
Approaching to pupils
Good examples
Classroom activities
9. What has been the most difficult task to
carry out during the project for you as a
teacher?
• Communication(Speaking English)
• Hosting preparation
• Time
• Dissemination
• Plan to mobility
• Let pupils play traditonal game of each partner school
• Comparation of educational systems
10. What was the best moment of the
project in your experience?
• Make friends
• Classroom visits
• Hosting them
• Observing school systems
• Exchanging good examples (lesson plans)
• Cultural sharing
• See different cities,towns,villages
• Farewell party
11. What are your suggestions for a
future Erasmus+ project?
• Partipitation of pupils into mobilities
• İmprove your english
• Mobility days can be longer
• Allow more project
12. Game as a Method of Education
Şht.Pi.Onb.Orhan Tezcan Primary School
Bursa/TURKEY
2017-2019
The project "Game as a Method of Education" is funded with the support from the European Commission. This publication
reflects the views only of the author and the Commission cannot be held responsible for any use which may be made of the
information contained therein.