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Showing posts from March, 2024

Speaking Games

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  According to the March monthly plan, all partners had creative Speaking games."World Travel Trip Game, Alphabet Game, Ask me? Game, Irregular Jenga Game,Boom Game, Who am I? Game, Tick Tack Buum Game are some of them. It's aimed to reduce the students' stress while speaking English with these enjoyable speaking games.Speaking games conribute to permanent learning and fluent speaking.

Listening Games

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  Each project partners created enjoyable listening games within the March activities."Ring Bell Game, Statues Game, Bingo Game, Domino Game, 1 Word 1 Drawing Game, In Which Video Game, Verb Bingo Game and Word Hunt Game" are some of the listening games that students played as a March activity. All games aim to improve students' listening skils and have fun while learning.

Mixed Country Teams

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 Mixed Country Teams are working for "Winner Prizes"

First Student Meeting

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  It was an excellent student meeting on the 14th of March,2024. The partners met all the project students. We had a native speaker guest from New Zealand. We created a "name wheel" consisting of the names of all our students. We spun the wheel and our guest asked questions to the student whose name appeared. It was a marvellous speaking activity. The excitement of the students and partners was visible on their faces. We are looking forward to the next meeting.

February Newsletter

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 February Newsletter

School boards

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 Schools "GIF" boards.

The mascot of "GIF"

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  Suddenly, a star appeared to the logo of our project. We thought it could be the mascot of our project, but it needed a name. So, the students went to forum page and wrote their name suggestions for this cute star. After that, we prepared a poll with all suggested names and we voted for its name all together. And the name of our mascot is.... GStar.

Collaborative Logo Design

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  We created the logo of our project collaboratively. Each school added elements using the Canva. 

Project introduction

  Click here, to view the introduction of our project. 

Partners Introduction Video

  Click here to view and to meet our lovely partners.

Students introduction

  In this padlet you can view our students introductions.

E safety final collaborative product.

  Gamification is fun project team has some messages to you for a secure internet. Click here, to listen to our students e safety rules.

Pre-surveys for teachers, students and parents.

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 Our hard working students, parents and teachers have answered the pre-surveys.

E safety

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  Before the journey starts, it is important to know the e safety rules. So first we talked about safety on the internet and then the students coloured their pages.

Parental Permissions

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Our permission documents were signed by the parents of our students.  We are ready to start our eTwinning trip!

Students' opinion about the project

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 Our students' opinion about the project, is very important. Students expressed their ideas about "What does gamification mean to you", using the tool Answergarden.

First Partners' meeting.

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 On 7th February, we had the first teachers' meeting. We met each other, we talked about the project, we exchanged ideas and the task distribution was made. It was an amazing meeting and a marvellous project is starting, so stay tuned.

Welcome to our eTwinning project "GIF"

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Short Description: In today's world of education, the tools teachers have to enhance classroom activities are almost limitless. To motivate students, we no longer are tied to textbooks, worksheets, and desks in rows. No amount of textbooks or classroom time will help if students are not engaged or motivated. When education is boring, there is no engagement happening. Essentially, no learning happens. That's where gamification and game-based lerarning comes in. By incorporating game elements into the learning process, educators can create a more immersive and engaging experience that helps students stay focused, motivated, and eager to learn. From video games to puzzles, from indoor activities to outdoor ones and interactive technology challenges, gamification has been shown to improve retention, increase motivation, and enhance critical thinking skills.