14. Creative games

  • The teams presented and made other teams play the creative games they prepared.
    The games were supposed to teach or check other teams' knowledge about the partner
    countries. All of them were different and attractive. The students and teachers could solve a crossword, play an internet-enhanced card game, spin the wheel of fortune, do
    outdoors tasks and activities combined with questions, get out of an escape room.

  • Creative Games

    Portugal

    Game based learning
    1. A set of 4 cards is given to each group of students.
    2. Each card has 4 questions about the topics: Environment, Science, Europe, and General Knowledge.
    3. The students scan the QR codes to find the answers.
    4. They write the number of each question under the QR codes, matching questions and answers.

    Italy
    Poland

    Wheel of fortune. This is a wheel of fortune. There are 4 rounds of questions about our country. If you answer correct you get to spin the wheel. If you don’t you automatically get 0 points. After each round one group drops out and your scores are erased so each group has an equal chance to win the game.
    Now you have to form groups (Italy, Sweden, Portugal and Sweden).
    Each group should pick a leader, who will answer to the questions as well as spin the wheel. Good luck!

    Sweden

    Station 1
    Paint as many swedish “things” you know in 5 min
    Station 2
    Understand what the Swedes want.
    Station 3
    What is the telephone country code for Sweden?
    Station 4
    Whistle a swedish song
    Station 5
    Draw the Swedish map and put the capital city on the right place.
    Quizz
    Place the name of the swedish invention and in the right timetable

    Romania

    Can you guess? For this game, players will be divided in two teams. Team one is team PRO and team two is team BAD. Every team will receive 10 images of Romania and the team PRO has to guess which images represent the good things in our country and team BAD has to find the images who represent bad things. Each team has to say why they picked those photos and what do they think they represent. The team who is closer to the right answers, wins!

    Spain

    Games have a history of promoting engagement, and the collaborative elements help students develop social skills, and more specifically, escape rooms help develop skills in team working, creative problem solving and critical thinking. To that end, students in programme were engaged in an escape room activity in order to practice teamwork and communication, in other words, to strengthen group cohesiveness in a playful environment.