ABOUT THE PROJECT
Games are one of the the basic necessities that can keep children entertained and happy. The initial socialization processes of children begin through games , and the effect of games on the development of the child's personality, intelligence and certain skills cannot or should not be be ignored. We can also acquire many ideas about the mood, intelligence, sociality and developmental characteristics of the child when they are playing games. The child always reflects these during the game sessions. Children are be able to reinforce what they have learned through games and improve their emotions and skills.
Games are important tools via which children can express themselves comfortably and develop their creativity. Today it is also an educational tool. We are all sure that The use of games in education is an effective way. As teachers we use games to help students gain motivation, socialize, reinforce what they have learned and increase their self-confidence. Not only physical games can make these, but digital games should also be used in education.
We normally planned to end our Project in the beginning of May; but during the pandemi process we decided to continue with distance training as we saw that games were needed more than ever before.
OUR AIM
Our aim with this Project is to make our English Lessons and our pupils’ learning process more energetic and intereseting via using web 2.0 tools and make our students’ learning more permanent.
We want to introduce them games and their magic because we, all believe that the more fun the process is ,the more permanent and everlasting the learning will be.
STUDY/ WORK PROCESS
November : Introducing schools
Introducing teachers
Sharing tasks
December: Kahoot Game
Applying Kahoot in the classroom and evaluate it afterwards
Preparing an online magazine.
January : Jeopardy Game
Applying Jeopardy in the classroom and evaluate it afterwards
February: Who wants to be a millionaire
Applying who wants to be a millionaire and evaluate it afterwars
March : Memory Game
Applying memory game in the classroom and evaluate it afterwards
April: Our Common product : Preparing a calendar via storyjumper which consists of our students photo collages.
Dissemination activity: Preparing our Project Blog
May: Our students’ collaborative product “ Our Project Story: Zeynep : WHO LOVES ENGLISH WITH GAMES”
Dissemination activities: Preparing a virtual exhibition
Creating a Facebook Project Account
Creating a Twitter Project Account
EXPECTED RESULTS
Main Goals:
1-to enable students to recognize Web 2.0 tools
2-To Ensure That Students Have A Productive Time
3- To provide students with permanent learning experiences
Sub Achievements:
1- To provide the development of group and individual work skills.
2- To ensure the development of collaborative working skills.
3-To ensure the development of technology use skills.
4-To reinforce what they have learnt
5-Ensuring the development of cognitive skills
6-To develop creative thinking skills.
7- To improve self-confidence skills.
8- To develop of the child's personality, intelligence and certain skills
The sub-acquisitions are the achievements we provide to our students during the project process. Thanks to these achievements, our project outputs occurred at the end of the project process.