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2020-2021Loading...
THE RESOURCE PACK WITH PROJECT GAMESfor English Teachers
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●games ● web 2.0 tools ● activities ● works by students ● exhibitions ●meetingsLoading...
RACE
Resource Book for English Teachers
Resource Book for English Teachers
The eTwinning project RACE started with the question: “How can we motivate our students and engage them more into the English lessons?”
The pandemic and the online classes made our search for innovative techniques more indispensable and urgent. We searched new methods, techniques, asked our students and came to a conclusion for our problem: digital educational games. The researches show that games in education increase the motivation of learners through engagement. Unlike classical teaching methods, students feel more comfortable and engaged when they learn in a gamified environment. Teenagers spend hours playing digital games in daily life so when asked “what is the best activity you like in English lessons?” the most frequently repeated answer was “GAMES!” Gamification seemed the best possible way to draw their attention and to support collaboration. However, it was rather difficult to find educational games for English lessons especially at the high school level.
RACE is the abbreviation of “Ready for Action in English”, which
defined our situation literally at the beginning of the project. Our students
created digital educational games throughout the project and they played them at the online international tournaments. All games are planned in an interdisciplinary approach and served to achieve the objectives in the curriculum. All games support the development of four skills (speaking, listening, reading, writing) and new vocabulary.
This resource pack gathers all digital educational games created under the RACE project and we proudly present our games for the use of all English teachers. We hope you enjoy them.We are a very good team. We thank all involved teachers and students for their efforts and great work.
The pandemic and the online classes made our search for innovative techniques more indispensable and urgent. We searched new methods, techniques, asked our students and came to a conclusion for our problem: digital educational games. The researches show that games in education increase the motivation of learners through engagement. Unlike classical teaching methods, students feel more comfortable and engaged when they learn in a gamified environment. Teenagers spend hours playing digital games in daily life so when asked “what is the best activity you like in English lessons?” the most frequently repeated answer was “GAMES!” Gamification seemed the best possible way to draw their attention and to support collaboration. However, it was rather difficult to find educational games for English lessons especially at the high school level.
RACE is the abbreviation of “Ready for Action in English”, which
defined our situation literally at the beginning of the project. Our students
created digital educational games throughout the project and they played them at the online international tournaments. All games are planned in an interdisciplinary approach and served to achieve the objectives in the curriculum. All games support the development of four skills (speaking, listening, reading, writing) and new vocabulary.
This resource pack gathers all digital educational games created under the RACE project and we proudly present our games for the use of all English teachers. We hope you enjoy them.We are a very good team. We thank all involved teachers and students for their efforts and great work.
Enjoy!
Sibel Yılmaz
Edirne Social Sciences High School
Edirne Social Sciences High School
Project Founders
Zehra KAYAALP
Fatma Aliye Science High School
Fatma Aliye Science High School
Some pictures used in the book are taken from https://pixabay.com/tr/
04
INSIDE
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34
08
What's
12
18
the Project
RACE is the abbreviation of "Ready for ACtion in English".
Games in education increase the motivation of the learners through engagement. Unlike classical teaching methods, students feel more comfortable and engaged when they learn in a gamified environment.Teenagers spend hours playing digital games in daily life so gamification is the best possible way to draw their attention and to support collaboration at school. However, it is difficult to find educational games for high school students.
In this project, digital games will be created and played to support learning English in terms of developing new vocabulary and four skills (reading, writing, listening, speaking). All games will be planned in an interdisciplinary approach and serve to achieve the objectives in the curriculum. A project based method will be adopted in the project so that our students can develop their digital, creative, communicative and cooperative skills. We will have an e-book of games in the end.
In this project, our students will learn web 2.0 tools and develop educational games in English by using project based method. Thus, the teachers will help the students as guides but the students are expected to learn by doing. All partners will actively contribute to the project. Students will form mixed groups throughout the project so that for some of the activities they will cooperate and for the others they will compete.
OBJECTIVES
* to promote project based learning in our schools
* to create learning environments where students have fun
* to develop digital skills of our students with the effective use of information technologies.
* to introduce web 2.0 tools to our students
* to increase motivation in foreign language learning
* to develop foreign language skills
* to increase self-confidence and develop the 21st century skills such as leadership, taking responsibility, creativity, cooperation, team work, communication
* to give the chance to our students to actively participate in the creation of content
* to meet new people and cultures and to ensure inter-school cooperation
* to respect differences
Games in education increase the motivation of the learners through engagement. Unlike classical teaching methods, students feel more comfortable and engaged when they learn in a gamified environment.Teenagers spend hours playing digital games in daily life so gamification is the best possible way to draw their attention and to support collaboration at school. However, it is difficult to find educational games for high school students.
In this project, digital games will be created and played to support learning English in terms of developing new vocabulary and four skills (reading, writing, listening, speaking). All games will be planned in an interdisciplinary approach and serve to achieve the objectives in the curriculum. A project based method will be adopted in the project so that our students can develop their digital, creative, communicative and cooperative skills. We will have an e-book of games in the end.
In this project, our students will learn web 2.0 tools and develop educational games in English by using project based method. Thus, the teachers will help the students as guides but the students are expected to learn by doing. All partners will actively contribute to the project. Students will form mixed groups throughout the project so that for some of the activities they will cooperate and for the others they will compete.
OBJECTIVES
* to promote project based learning in our schools
* to create learning environments where students have fun
* to develop digital skills of our students with the effective use of information technologies.
* to introduce web 2.0 tools to our students
* to increase motivation in foreign language learning
* to develop foreign language skills
* to increase self-confidence and develop the 21st century skills such as leadership, taking responsibility, creativity, cooperation, team work, communication
* to give the chance to our students to actively participate in the creation of content
* to meet new people and cultures and to ensure inter-school cooperation
* to respect differences
GODS
About
Project Plan
RACE- Ready For Action In English eTwinning Project
2020-2021 Educational Year Project Plan
SEPTEMBER
Giving information about the project in our schools
Choosing the students and establishing the project teams of our schools
Informing the parents about the project and getting written permission from them
Introducing the students to the eTwinning platform and giving information about the WEB 2.0 tools
Project teachers introduce themselves on the Twinspace
OCTOBER
Creating accounts for project students and registering them on Twinspace
Giving information about the internet security and ethics to the project teams in our schools
Preparing and applying the pretest of the project
Students prepare a voki or avatar and introduce themselves on the Twinspace.
All groups create poster and logo for the project (with Canva, Glogster, Poster my wall)
Online project meeting for the teachers
Establishing the project blog and padlet
Creating a card game on basic vocabulary like animals, fruit, vegetable, classroom objects etc. (flash cards, memory cards with Goconqr, Cram, Learning Apps, Quizlet)
NOVEMBER
Choosing project logo and poster by voting
Online project meeting for all project students and organizing a tournament with the card games
Introducing the Web 2.0 tools for animation (chatterpix, knowio, toontastic, animato, go animate, apester)
Creating a joint game with animation on places that the students want to introduce (their cities, countries, etc) (all partners will prepare one part of the game)
2020-2021 Educational Year Project Plan
SEPTEMBER
Giving information about the project in our schools
Choosing the students and establishing the project teams of our schools
Informing the parents about the project and getting written permission from them
Introducing the students to the eTwinning platform and giving information about the WEB 2.0 tools
Project teachers introduce themselves on the Twinspace
OCTOBER
Creating accounts for project students and registering them on Twinspace
Giving information about the internet security and ethics to the project teams in our schools
Preparing and applying the pretest of the project
Students prepare a voki or avatar and introduce themselves on the Twinspace.
All groups create poster and logo for the project (with Canva, Glogster, Poster my wall)
Online project meeting for the teachers
Establishing the project blog and padlet
Creating a card game on basic vocabulary like animals, fruit, vegetable, classroom objects etc. (flash cards, memory cards with Goconqr, Cram, Learning Apps, Quizlet)
NOVEMBER
Choosing project logo and poster by voting
Online project meeting for all project students and organizing a tournament with the card games
Introducing the Web 2.0 tools for animation (chatterpix, knowio, toontastic, animato, go animate, apester)
Creating a joint game with animation on places that the students want to introduce (their cities, countries, etc) (all partners will prepare one part of the game)
DECEMBER
Introducing the Web 2.0 tools for mind maps and infographics (Mindmaster, Easel.ly, Goconqr)
Creating mind maps and infographics on the most popular activities or social media tools among teenagers (Mindmaster, Easel.ly, Goconqr)
Establishing mixed groups of partners and creating a jigsaw puzzle on sports and hobbies (jigsaw planet, learning apps, tarsia)
Online project meeting for the project teachers to evaluate the process of the project
Celebrating the new year exchanging digital new year cards (Canva, Poster my wall)
JANUARY
Introducing the Web 2.0 tools for preparing quizzes such as Kahoot, mentimeter, quiziz, quiznetic
Creating a Kahoot Challenge Cup about the unusual facts in the world
Providing guidance for the groups and supporting them when necessary
Discussing about the activities to increase the interest of the students in English language for the semester holiday
FEBRUARY
Online meeting with the project partners to evaluate the finished activities and to get ready for the upcoming activities
Introducing the Web 2.0 tools for story writing (story jumper, emaze, cospaces edu)
Creating a Story Writing Challenge (Students will write a creative story by using given words or pics.)
Celebrating the Safer Internet Day
MARCH
Introducing the website for the blended play (blendedplay.com)
Creating a joint game with Blended play about English language, culture, history and literature
Discussion on the Twin Forum about “which online and onsite activities do you like most in English classes?”
Introducing the Web 2.0 tools for mind maps and infographics (Mindmaster, Easel.ly, Goconqr)
Creating mind maps and infographics on the most popular activities or social media tools among teenagers (Mindmaster, Easel.ly, Goconqr)
Establishing mixed groups of partners and creating a jigsaw puzzle on sports and hobbies (jigsaw planet, learning apps, tarsia)
Online project meeting for the project teachers to evaluate the process of the project
Celebrating the new year exchanging digital new year cards (Canva, Poster my wall)
JANUARY
Introducing the Web 2.0 tools for preparing quizzes such as Kahoot, mentimeter, quiziz, quiznetic
Creating a Kahoot Challenge Cup about the unusual facts in the world
Providing guidance for the groups and supporting them when necessary
Discussing about the activities to increase the interest of the students in English language for the semester holiday
FEBRUARY
Online meeting with the project partners to evaluate the finished activities and to get ready for the upcoming activities
Introducing the Web 2.0 tools for story writing (story jumper, emaze, cospaces edu)
Creating a Story Writing Challenge (Students will write a creative story by using given words or pics.)
Celebrating the Safer Internet Day
MARCH
Introducing the website for the blended play (blendedplay.com)
Creating a joint game with Blended play about English language, culture, history and literature
Discussion on the Twin Forum about “which online and onsite activities do you like most in English classes?”