Description of the project

The project will be a continuation of our eTwinning project Let’s Play with the aim of implementing inquiry-based multidisciplinary projects with new technologies focused on non-formal learning combined with gamification. This will be a cross-curricular project that encompasses several subjects.

The idea of the project came up as a possible response to a common problem the Hungarian, Croatian and Spanish partners identified during the Erasmus+ project CHANCE, namely the growing number of students facing a lack of motivation in learning and need development in the area of the key competences for lifelong learning. We also realized that more engaging and playful methods are needed to actively involve students in the planning of their own learning paths and the application of knowledge while providing them with tools for self-reflection and physical and mental well-being.

Some participating teachers completed the online course ‘Learning with creativity: Let the game begin!’ on School Education Gateway and an online course by Tempus Foundation ‘ A tanulás jövője MOOC’, both of which influenced the choice of the main theme of the project. We also need to spice up and renew our teaching methods to meet students’ needs and prevent professional burnout by employing such new methods and ways of teaching that contribute to our job satisfaction and professional development. 

We will use multidisciplinary game-based activities and inquiry-based projects which are highly engaging and motivating for students and, when embedded within the curriculum, can be effective for students to acquire knowledge and become involved in authentic collaborative projects that enhance their problem-solving, critical thinking, communication and teamwork skills.

The focus of our project, therefore, is to seek action models to implement activities to strengthen competencies through game-based non-formal learning approaches. Multiple school subjects are included in the activities tailored to the development of the 8 Key Competencies for Lifelong Learning:  Literacy,  Multilingual, Mathematical and basic competencies in science and technology,  Digital, Personal, social and learning to learn, Citizenship, Entrepreneurship and Cultural competence.

We wish to experiment with game types ranging from board games to digital escape rooms. We will use Escape Room-inspired puzzles that encourage critical thinking, teamwork and communication, along with reinforcing subject matter expertise. Escape Rooms also generate an intrinsic motivation to learn. Usually, high-order thinking skills (analysis, synthesis, evaluation) are required to tackle the challenges, meaning that students have the opportunity to solve problems that engage them on a deeper level.

The project focuses on strengthening the profile of teaching by ensuring the professional development of teachers and through them other professionals within the participating institutions. We have a concern for disadvantaged students and underachievement, so as teachers, we need to improve our teaching skills to contribute to greater achievement of our students’ basic skills. We want to enhance our digital skills too, to respond to diversity with innovative ICT tools in the classroom. We will jointly develop more effective teaching methods, CLIL materials and share good practices.