# This is our project



    Images from Pixabay



    The main idea is to work on the fields of coding, programming and network security through different activities and using the new technologies to finally create an escape room in which our students will have the opportunity to put into practice everything they have learned.


    We will collaborate with other members of the project on Twinspace, Whatsapp, videoconferences, emails and Google documents. We will try to come up with the activities, tools and planning of the project all together coming to agreements using digital collaborative tools and voting the different options. We will try to do the planned activities each two weeks, depending on the activity and the needs of our students in the project.
    The project will be based on a virtual escape room. The whole project will be seen as a process with a final goal to achieve, which will be our final product.
    Throughout this process, our students (working in international groups) will be in charge of creating different puzzles which the other groups (in order) will have to do.


    Our final goal is to complete the escape room having done all the activities related to coding and programming and our final product will be this game made by all the students in international groups. Besides, our Twinspace will show all the process throughout the project and our final product, too.
    Our project is also a result of the knowledge some teachers in our school have acquired in their mobilities abroad during our current Erasmus ka101 project, which is about this topic too.



    - To develop our students’ creativity, problem solving skills and persistance. 

    - To apply fundamental programming concepts, using an escape room to grade the steps of learning.

    - To use and implement unplugged and plugged programmes for coding.

    - To become more familiar with the use of digital tools and to use them as a resource to create the different challenges.

    - To acknowledge that the new technologies are a means of communication, an information source and tools to facilitate our work, both collaboratively and individually.

    - To improve and promote the English language teaching and learning through collaborative work using the new technologies providing real communication among our students from the different member countries.

    - To develop the ability of learning to learn in our students, learning how to manage with the information needed and to create their own challenges in the virtual escape room.

    - To promote the cultural heritage through the story of the siege of Troy, as a simile between how the Trojan inhabitants fought against the horse and how our students will have to beat the virus on the escape room.

    - To develop our students' artistic competences through drawings and all kinds of creations.

    - To promote the idea of Europe among the students and the schools.

    - To improve the students' level of English through its use.



    - Communication in foreign languages (developing foreign language skills through CLIL methodology and multilingual awareness).

    - Digital competence (developing students and teachers digital skills through the use of web 2.0 tools, coding tools and the twinspace platform ).

    - Social and civic competences (developing European citizenship by giving value to differences, collaborating for common goals and respecting different points of view)

    - Cultural awareness (introducing a  European dimension into the curriculum and getting to know some of our Historical heritage with the story of Troy).

    - Learning to learn (meta-cognitive strategies,improving motivation, autonomous/cooperative and discovering learning)

    - Artistic competence (drawing the logo and other creations)

    - Peer learning (students learning with and from each other as fellow learners without any implied authority)




    - Historical vocabulary related to the Siege of Troy: warriors, horse, city of Troy, Trojans, Greeks, princess Helen, Hector, Aquilles, Paris, weapons, boat, prison, etc.

    - The story of the Siege of Troy: characters, localizations, placing the locations on a map and historical events and times.

    - Grammatical structures in imperative and present simple used in the stories.

    - Coding vocabulary and structures related to this field: username, password, code, binary code, decypher wheel, tips, clue, etc.


    - Relating the story of the Siege of Troy with the story of the escame room, the simile between the Trojans and the modern hackers.

    - Choosing and making decisions to pick the logo or to be in an international group.

    - Creating puzzles related to safety on the Internet.

    - Being able to solve other puzzles created by other partners in a creative and smart way.

    - Using the digital tools to solve puzzles, to create them and to create their own avatar for their profile on the TwinSpace.

    - Using the TwinSpace properly and following the rules and netiquette indications.

    - Using the English language to communicate, interact and create collaborative products.


     - Showing attitude of respect, tolerance and good behaviour related to netiquette when they interact and communicate with their project mates.

    - Showing attitude of respect and citizenship when they use the new technologies and take into account the rules and directions about netiquette, safety on the Internet and programming.

    - Showing attitude of respect and tolerance towards other cultural aspects like the Siege of Troy and the history implied in it.

    - Showing attitude of respect and tolerance towards the English language and its culture.

    - Showing attitude of respect and tolerance towards the other participants in the project, their countries, their languages and their cultures.



    - English

    - History

    - Arts and Crafts

    - Maths

    - ICT

    - Values