Visibility of eTwinning Projects Group July 2026 Newsletter
plan subsequent activities with their students, directly contributing to the projects ' final success.
Digital games and quizzes One additional, optional activity stood out as extremely interesting for students. It involved creating and playing various educational digital games, which once again proved the importance of gamification in education. To create digital games, students have used Kahoot!, Blooket, Genially, LearningApps, Canva, Edpuzzle, Puzzel, and Scratch.
Sustainability and applicability beyond the project itself The project ' s utility extended past its own boundaries. According to the evaluation results, over 60 % of the teachers used some materials created within the project in outside contexts, such as using them to teach English or as part of activities on the occasion of the World Environment Day. Furthermore, some ideas shared during the project became a basis for educational activities in other contexts. A good example of this is an activity which includes the Vittascience platform and was shared via TwinSpace by teacher Georgia Lascaris from Greece. In Croatia, the idea has been expanded to a few more activities, what resulted in a presentation on the Expert meeting of the County Expert Council in Informatics in Međimurje County with the topic " Application of the Vittascience platform for teaching generative Artificial Intelligence( example of good practice)". Thus, the collaboration on the eTwinning project also resulted in other activities, which is a great example of how eTwinning can be valuable and useful outside the project itself.
Ex-post evaluation and conclusions Based on the forum discussion where teachers shared their conclusions, pre-survey and final survey reports for students and teachers were compiled, with general conclusions as following.
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