ABOUT THE PROJECT

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    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.