Description of the activity
Between the 10th and the 14th of November took place the Transnational Learning Activity hosted by Colegiul Economic „Virgil Madgearu” (CEVM) in Iasi, Romania.
AGENDA OF THE MEETING
Day 1 – Getting to know each other
Presentation of the participating schools/cities/countries
Ice-breakers (the Wheel of Questions, Never Have I ever, Have you ever…, tongue twisters, Hangman - guessing game, Guess the character, Give another meaning …)
Feed-back on activities.
Day 2 – Creativity Day
Workshops for students – Become a Brainiac
Scientific experiments
Handcrafts Workshop
Logical-Math Workshop
Linguistic Workshop
Cultural programme – Iaşi City Tour – the Golden Plateau (Union Square, the National Theatre, The Metropolitan Cathedral, The City Hall, the “Three Hierarchs” Church, The Palace of Culture)
Day 3&4 – Cultural Days – Train for an Active Brain
Study trips in Northern Romania – Suceava Fortress, Bukowina Village Museum, Marginea Black Ceramics Workshop, Sucevița Monastery, Voroneț Monastery, Ariniș Complex (adventure park)
Day 5 – Brain Teasers Festival
Activities organised as a competition in teams:
Sports skills
Logical skills
STEM activities
Certificate Ceremony
Participants
4 students and 2 teachers from each partner school selected according to a transparent and objective procedure took part in the mobility, except for the Greek partner who attended virtually. From CEVM, 30 students and 9 teachers were directly involved in all the activities, other 24 students and 3 teachers participating in some activities.
Results
As the theme of mobility was challenging, the „Brain Teasers Festival”, the students and teachers involved in the project designed different activities and educational games to stimulate critical thinking, encourage creativity and support learning. The numerous games proposed by the Romanian students and teachers can be easily integrated in the daily school activities, either as icebreakers, as lead-in for the learning topic, for consolidation and in-depth approach or for evaluation.
The palette of subjects involved was varied, ranging from Foreign Language and Literature to Mathematics, from Chemistry and Physics to History and Geography, from Arts to Physical Education. The carried-out activities proved that by experiment, gamification, careful observation, and problem-solving the learning process is more efficient.
Students and teachers jointly researched, designed and implemented innovative learning content/teaching strategies based on brain games, applicable for different subjects, which lead to an improvement of their key competences, cognitive functions, collaborative skills. The teaching-learning process was facilitated, increasing motivation for personal fulfilment and academic success and preventing low learning results.