Foreign Language Gamification Description
For the last two decades, with the effect of technological factors such as computers, the game industry, the internet, and social factors such as family, friends, and society, there are differentiations in the perception and thinking styles of children. The rapidly developing technology is the most dominant and effective among these factors. For this reason, it has become inevitable to benefit from technology in education and training. Classical teaching methods and techniques are no longer sufficient for today's students, who are also called digital natives in different studies. It is important to transfer and use innovative teaching methods and techniques to educational activities (Savaş et al., 2021). In this context, digital learning materials will be designed to be used in the English language education in order to build a mobile application for gamification. In the project, digital language education curriculum will be also created. With this project that apply digital game technologies to education and training fields, it is aimed to expand and contribute to students’ active learning.
Through the interactive learning materials and tools developed through our application, the target group of our call for proposals is students preparing for their school-leaving exams and language tests.
One of our main objectives is to integrate the potential of gamification into everyday education. This will also support personalised learning and individual needs and support modern learning techniques.
Last but not least, we plan to integrate environmental education, the development and shaping of environmentally aware behaviour, into the products we develop.
Our team's objective is to develop a mobile phone application (free access) and a closely related scientific article on the topic of 'Playful foreign language learning'.
We believe that learning from foreign experts and building new international relationships is necessary for our institutions to make progress in the following fields:
• Digital competences
• Communication in foreign languages
• Learning to learn
• Inclusion
• Social and civic competences (emotional competence, critical thinking, initiative, stress management etc.)
• Cultural awareness and expression (creativity, innovation, knowing and respecting cultural heritage etc.)
By learning about other countries ‘education system and participating in quality teamwork, we broaden our minds and become more motivated. We can better evaluate our work by comparing different approaches abroad.
Objectives:
The aim of our project is to modernise lessons and innovate teaching methods. We want to achieve this by incorporating good practices and knowledge into our teaching. We would like to develop our skills in emotional intelligence, motivation, ICT, creativity, teamwork and cooperation, tolerance and intercultural dialogues.
At last but not least we want to improve our English communication and become more confident English speakers.
Besides improving communication, we can make more friends and project partners, moreover participate in more European projects.
The outputs of our project:
• Mobile application
• Academic paper(s) publishing (benefits of learning by game)
• Digital contents for English Language Education Curriculum
The knowledge acquired will include different competences: digital competences, learn to learn, foreign language competences, inclusion, cultural awareness, environmental competences and education for sustainability.
Through the interactive learning materials and tools developed through our application, the target group of our call for proposals is students preparing for their school-leaving exams and language tests.
One of our main objectives is to integrate the potential of gamification into everyday education. This will also support personalised learning and individual needs and support modern learning techniques.
Last but not least, we plan to integrate environmental education, the development and shaping of environmentally aware behaviour, into the products we develop.
Our team's objective is to develop a mobile phone application (free access) and a closely related scientific article on the topic of 'Playful foreign language learning'.
We believe that learning from foreign experts and building new international relationships is necessary for our institutions to make progress in the following fields:
• Digital competences
• Communication in foreign languages
• Learning to learn
• Inclusion
• Social and civic competences (emotional competence, critical thinking, initiative, stress management etc.)
• Cultural awareness and expression (creativity, innovation, knowing and respecting cultural heritage etc.)
By learning about other countries ‘education system and participating in quality teamwork, we broaden our minds and become more motivated. We can better evaluate our work by comparing different approaches abroad.
Objectives:
The aim of our project is to modernise lessons and innovate teaching methods. We want to achieve this by incorporating good practices and knowledge into our teaching. We would like to develop our skills in emotional intelligence, motivation, ICT, creativity, teamwork and cooperation, tolerance and intercultural dialogues.
At last but not least we want to improve our English communication and become more confident English speakers.
Besides improving communication, we can make more friends and project partners, moreover participate in more European projects.
The outputs of our project:
• Mobile application
• Academic paper(s) publishing (benefits of learning by game)
• Digital contents for English Language Education Curriculum
The knowledge acquired will include different competences: digital competences, learn to learn, foreign language competences, inclusion, cultural awareness, environmental competences and education for sustainability.
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