Visibility of eTwinning Projects Group Newsletter 8 Visibility of eTwinning Projects Newsletter 8 | Page 55
Visibility of eTwinning Projects Group July 2018 Newsletter
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on the information exchanged during the
videoconferences. The use of internet was forbidden
for this production. For “Activity 4: Planet
Exploration”, the instructions were given by the
visiting pupils via the Discord application, by chat or
directly by voice, with video sharing taken from the
robot. A final videoconference was organised at the
end of the project to communicate about the
preferred activities during the project.
To conclude, I can say that the comparison of the
results of the two tests, before and after the
project, clearly shows the improvement in
knowledge in astronomy but also in English.
You are kindly invited to visit our TwinSpace page:
https://twinspace.etwinning.net/47471/home!
Tatjana Gulic is a Maths, Physics, Astronomy and
ICT teacher, an eTwinning ambassador and a
Scientix ambassador in Slovenia.
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Do you play with me? - Cultural heritage and
inclusion giving hands
by Glória Marçal and Manuela Baptista
The eTwinning project “Do you play with me?” had
on its basis the constitution of a school team,
formed by the Librarian teacher (founder of the
project), two Special Education teachers and an
English teacher from the Portuguese school EB
Infanta D. Mafalda, in Rio Tinto (integrated in
Infanta D. Mafalda School Grouping, in Gondomar).
“Do you play with me?” was the challenge released
by the Portuguese Special Education students of
this school to their European partners with the aim
of promoting the share and revitalization of
traditional games. Belgian, Greek, Portuguese
(another school of the same geographical area),
Romanian and Turkish schools accepted the
challenge.
The project based itself in the search, diffusion and
execution of traditional games of the partner
countries – subscribing, this way, in the European
Year of the Cultural Patrimony – and promoted the
inclusion of children / young people with Special
Educational Needs. Moreover, it is important to say
that this is one of the inclusive projects created
within the scope of the challenge released by
eTwinning in the beginning of the school year 2017-
18.
It assumed an active and collaborative pedagogy,
promoter of skills such as the search and treatment
of information, the decision-making, the
collaboration, the creativity, the communication,
the use of information and communication
technologies, and, even, the full inclusion, since it
involved students with Special Educational Needs
(the ones from Portugal, Belgium, and the students
from one of the Turkish schools) and students with
a regular curriculum, all participating in an equal
level. By being based in the search and treatment
of information, the project even allowed the
students to acquire the following knowledges /
abilities in the field of information literacy,
fundamental nowadays (information society):
enunciate the knowledges they had about the
theme and ask questions (what they already knew
and what they needed / wanted to know); identify,
in group context, appropriate search terms to the
topic; identify search tools and information sources;
do searches based on the selected terms and
evaluate sources, bearing in mind its relevance,
authorship and pertinence; select the information
that better answers to the questions on the subject;
interact and collaborate with the peers, presenting
their ideas and opinions.
Several pedagogical modalities centered in the
student were adopted, adapting them to the
abilities and needs of each one, denoting care in
conceiving effective ways to contribute to the
education of all the students, including those who
have difficulties, promoting favourable strategies to
their emotional and socio-cognitive development.
The work process was simple and creative, making
tasks clear and meaningful. They started searching
traditional games of their own countries, trying to
understand how they are played; then, together,
they decided which one they were going to share
with the partners. They rewrote the rules and
disclosed them in TwinSpace. Besides that, they
created their own game (creativity and motricity)
and a mascot associated with it, after collecting the
necessary material resources (planning). Finally,
they executed the game and filmed it, in order to
share the video in TwinSpace, aiming a better
explanation of how to play. The acquisition of
knowledge / learning of the partners’ games was
done by the careful observation of the shared
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