TURKEY
İzmir-Şehit Selim Topal Middle School-Damla Güder
İzmir-Şehit Fazıl Bey Middle School-Deniz Çakır
Ankara-Kutalmışbey Middle School-Seda Sünker
Aydın- Ticaret Borsası Science Art Center-Fatma Pehlivan
The project is an international eTwinning project carried out with five schools and participants from two different countries. The age range of the project is 12-15. The project is about integrating gamification elements into the curriculum. It includes various activities to motivate students and teachers in the distance education process.
Targets
Improving motivation of pupils to math lessons during distance learning
Supporting students with content creation rather than content consumption
Developing creative thinking skills
Developing language skills
Improving the creativity of students
Improving the use of technology in education
Improving cooperation and communication skills
Increasing critical thinking, problem solving sklls
Learning about the culture of the partner countries
- Students develope positive attitude towards mathematics
- Students will be content creator
- Improvement of pupils’ motivation to math lessons during distance learning
- Development of creative thinking skills
-Development of problem solving skills
- Development of cooperation skills
- Students will create educational games
- Making connections between mathematics and other disciplines
-Increasing engagement in learning and productivity
-To increase focusing and attention
- Reduce tendencies of math anxiety.
- To increase students attention spans
What we did for the common work?
We divided our students into mixed groups and appointed each of our teachers as a mentor to the head of these groups. and our students prepared questions about decimal notation from 6th grade math topics. Since there were 6th and 7th grade students in the project, we thought that the topic of decimal notations would be a suitable common way to prepare questions.
Students prepared multiple choice or short answer questions. Preparing questions is one of the different ways of learning about a subject. Because preparing a question also requires starting work by solving it. The students prepared the questions and sent them to their mentor teachers. Mentor teachers turned those questions into escape rooms using google forms. The cofounders of the project (Damla Güder-Deniz Çakır) also combined these escape games into a story.