Visibility of eTwinning Projects 2026 | Page 98

Visibility of eTwinning Projects Group July 2026 Newsletter interdisciplinary experience where communication became the vehicle for investigating real-world issues and producing valuable educational outcomes.
The project was carefully aligned with the 2025 – 2026 eTwinning Annual Theme, " Skills for Life," placing particular emphasis on developing competences that students will continue to apply in both academic and real-life situations. Instead of treating media literacy as a separate subject, it was integrated into English lessons and citizenship education, allowing students to strengthen both their linguistic competence and their ability to navigate today ' s increasingly complex digital environment.
The project ' s main objective was to develop students ' communicative competence while empowering them to become responsible digital citizens capable of critically evaluating information, identifying misinformation and manipulation, creating trustworthy media content, and participating responsibly in online communities.
English served as the common language of communication, turning every collaborative activity into an authentic communicative experience. In this way, language development became purposeful and engaging, while media education offered a relevant context for fostering students’ communicative competence.
Throughout the school year, students participated in a sequence of collaborative oral and written communication activities. They worked in mixed international
teams, created shared digital products, participated in peer assessment, and documented their learning through digital portfolios and presentations. A preassessment and final evaluation enabled teachers to monitor the development of both language competence and media literacy skills, while continuous reflection encouraged students to become aware of their own learning journey.
Digital technologies played a central role throughout the implementation. Students selected and used a wide range of collaborative platforms and creative applications, including TwinSpace, Canva, Padlet, Digipad, Mentimeter, Kahoot, Genially, Wordwall, LearningApps, Scratch, Educaplay, and Wayground. Rather than using technology for its own sake, students learned to choose the most appropriate digital tool according to the purpose of each activity, strengthening both their digital competence and their ability to create accessible, engaging, and reliable educational materials.
The pedagogical design also embraced learning by creating. Instead of merely consuming information about media literacy, students became content creators, instructional designers, researchers, advocates, and peer educators. They developed multimedia presentations, educational games, and awareness campaigns sharing their achievements with schoolmates, teachers, parents, and the wider community. In doing so, they experienced first-hand that education becomes truly meaningful when imaginative ideas are translated into action.
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