New Approach to English Education: Gamification
Project Flyer
Description of the Project
Gamification applications activities to be carried out within the scope of our project (Augmented Reality, Virtual Reality, Web 2.0 Tools, Artificial Intelligence, Mobile Applications, Digital Games, Interactive Games, Stories and Activities), by making students' English lessons richer and more enjoyable, thereby improving feelings of stress, anxiety and lack of self-confidence in English lessons. We aim to reduce the level of failure in English lessons and increase their motivation to learn English.
With this project, in addition to increasing their knowledge, skills and competences in English, students will have the opportunity to improve their skills of regulation, thinking and social skills while they learn English. We aim to deal with daily life problems that require problem solving and decision-making skills in a more comfortable way.
Aims of the Project
Provide students with a fluent and fun learning environment with the gamification method and practising what they have learned, at the same time, offer the opportunity to discover
Give students self-confidence with fun gamification applications that put the student at the center
Integrate gamification applications to English course outcomes and to create gamified learning environments,
Produce innovation on the value axis with gamification method and to contribute to the development of problem-solving skills in students.
What results are expected during the project and upon its completion?
Concrete outputs of our project:
Online Applications Digital Book for English Lessons that can be Used in Gamuponification Method
English Language Lesson Plans: 2 outcomes will be determined at each grade level (9.,10.,11.,12. Classes) and Lesson plans supported by gamification applications will be prepared (3 partner schools X 8 lesson plans = 24 lesson plans).
Dream, Design, Produce Poster Design Competition: The participant students will design the poster of the competition. The competition will be held between students from 3 partner schools. The preparation and selection of posters in the competition process will be done on the eTwinning Twinspace platform.
"My English Story Book " Writing Activity Workshop and Exhibition: The students will write English story books bu using web 2.0 tools (storybird, storyjumper, ourboox…etc.). Students will be asked to write their own stories and there will be a storybook printed in each student's name. Then, each partner school will exhibit these books in their own school.
Short Film Competition: Students of each partner country will create a short film with a social message by vocalizing with the 3D cartoon animation application "Platagon". These short films will be watched in other partner schools
With the "Bitstrips / Bitmoji / ToonyTool" applications, a group of 20 students will create both their own and their friends' avatars and a cartoon magazine will be prepared.
Workshop/Seminar for Teachers: " Gamification Applications in Teaching English " (Each Partner Country)
Academicians from Trabzon University and Fakulteta Za Organızacıjske Studıjev Novem Mestu University will prepare an academic article regarding the results of the Project.
A conference on " The Role and Importance of Gamification in English Education " will be held in Slovenia (at the closing meeting).