Unit 4
Task
1. To design a class activity. This activity will have to meet three key requirements. 2. First, it must be based on collaboration; the activity must be accomplished through
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My project activityA preview of my project: Let’s create games! In this project students from partner schools create games in transnational teams. It is about real board games or digital games. The thematic games are based on local stories or traditional stories. Name of the Activity: “Local legend & Game creation” Group of 10 students (5 from each partner school) The 5 students of the first school find a legend of their own country (for example, the Greek students present the take away of Europe by Zeus, and present it in their partners. The 5 students of the second school take this legend and create a digital game or a board game. Then, they all meet to evaluate the game and improve it. Of course, they play it online and share it with the other groups, who have created other games. ict tools: Adobe meeting for video conference, tricider for the choice of legend, scratch for the game, learning apps.org for the game, easypolls for evaluation This way, we have a coordinated work of 2 schools. The activity has got a concrete product, the game and finally, the evaluation refers to the pedagogical objective in the beginning of the project. |
GOALS of my project
Students will create their own games. They will learn about local stories and legends and create games based on them. They will gain intercultural and awareness about other cultures, comparing and co
ntrasting diverse ways of expression in art, maths and language so, in this way, they will develop a deeper understanding.
All pedagogical objectives are related with the following key competences:
- Communication skills: students will use English for communication and mother tongue as well, practicing and improving their linguistic skills.
- Cultural awareness and expression: participants of the project will have a chance to get familiar with the diversity of many different cultures and develop positive values and attitudes.
- Digital competence: they will use web 2.0 tools and learn to be responsible digital citizens. skills.
- Cultural awareness and expression: student will learn by activities several aspects of individual culture and their partners’ culture. They will also learn to use games as a mean of learning share their creations to a real audience.