# Achievement of objectives and final products

  • Images from Pixabay

     

    This is how we have achieved our initial objectives with the activities and the products in the project:

    OBJECTIVE ACTIVITIES AND PRODUCTS HOW WE HAVE ACHIEVED IT
     To develop our students’ creativity, problem solving skills and persistance. 

    Creating the logo

    Product: The logo

    Creating the puzzles at stage 1

    Product: the puzzles at stage 1 of the escape room

    With the creativity and techniques to make the logo.

    With the creation of puzzles and solving them.

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

    Doing the escape room

    Product: the escape room

    When the students have to solve the puzzles in the escape room.
    To use and implement unplugged and plugged programmes for coding.

    Creating the puzzles at stage 1

    Product: puzzles at stage 1 (escape room)

    Doing the escape room

    Product: The escape room

    When the students make the puzzles for the stage 1 of the escape room.

    When the students have to solve the puzzles in the escape room.

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

    Introducing ourselves

    Product: digital map

    When students locate all the schools on a digital map.

    When the students introduce themselves on the TS profile and Forum.

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

    Introducing ourselves

    Christmas videoconference

    Product: videoconference and Forum threads.

    When the students introduce themselves on the TS Forum.

    When the students interact in the videoconference.

    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.

    Product: Escape room trailer video When the students interact in the trailer video and make the video collaborately using English language.
    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.

    Creating the puzzles at stage 1

    Product: puzzles at stage 1 (escape room)

    Students evaluation

    When the students make the puzzles for the stage 1 of the escape room.

    When the students evaluate the escape room and the project.

     

     

    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. Troy Horse Begins When the students learn about the story of the Siege of Troy, the characters, the history, etc...
    To develop our students' artistic competences through drawings and all kinds of creations.

    Creating the logo

    Product: logo

    Creating the puzzles at stage 1

    Product: puzzles at stage 1 (escape room)

    When the students make up logos from the story of Troy using their creativity.

    When the students make the puzzles for the stage 1 of the escape room.

     

     

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

    Introducing ourselves.

    Dissemination of the project.

    When the students introduce themselves on the TS Forum.

    When the project is disseminated and shown to other members of school, families, local institutions, social media, social networks, etc...

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

    Introducing ourselves.

    Creating the puzzles at stage 1

    Doing the escape room

    Product: Escape room

    Evaluating the project and the escape room.

     

    When the students introduce themselves on the TS profile and Forum.

    When the students and teachers interact and communicate in the videoconferences.

    When the students make the puzzles for the stage 1 of the escape room.

    When the students have to solve the puzzles in the escape room.

    When the students evaluate the escape room and the project.