Visibility of eTwinning Projects 2026 | Page 47

Visibility of eTwinning Projects Group July 2026 Newsletter

Built with Bits 5 – Genially Experience by Monica Oancea

I must start from the eTwinning Plus Learning Event:“ Unlocking the Enthusiasm for Learning with Project- Based Learning within eTwinning”, where I learned Project-based learning( PBL) involves students designing, developing, and constructing hands-on solutions to a problem. The educational value of PBL is that it aims to build students’ creative capacity to work through difficult or illstructured problems, commonly in small teams.
Typically, PBL takes students through the following phases or steps:
• Identifying a problem
• Agreeing on or devising a solution and potential solution path to the problem( i. e., how to achieve the solution)
• Designing and developing a prototype of the solution
• Refining the solution based on feedback from experts, instructors, and peers
Depending on the goals of the instructor, the size and scope of the project can vary greatly. Students may complete the four phases listed above over the course of many weeks, or even several times within a single class period.
Because of its focus on creativity and collaboration, PBL is enhanced when students experience opportunities to work
across disciplines, employ technologies to make communication and product realization more efficient, or to design solutions to real-world problems posed by outside organizations or corporations. Projects do not need to be highly complex for students to benefit from PBL techniques. Often times, quick and simple projects are enough to provide students with valuable opportunities to make connections across content and practice.
I used project learning with my students in the context of looking for their future career, so they managed to apply IT skills and find what suited them.
This year, I had the opportunity to be part of the international team for the " Built with Bits 5 " project " Escape through Culture ", where I met experts from various fields and teachers belonging to educational communities such as Europeana, eTwinning, and Women Science Teachers. The Greek organization proposed the creation of a digital escape game focusing on Greek cultural landscapes and their connection to Greek literary texts, for educational and tourism purposes.
As a Focus collaborator, I studied how to use the ingenious Genially platform and presented it online to both my teammates and my students. I work at English version of the game, and with other teachers and students from a Greek High School and also with my students, we participated at game testing, collecting the responses to the questionnaires, being proud of making the escape game visible online.
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