Visibility of eTwinning Projects Group July 2023 Newsletter
The skills developed through the serious games in which the participating students were involved are , among others , problem solving , communication skills , collaboration and decision making . ( e . g . the games created by them and theirs were the May plan , each game being coded and introduced on 1 day of the month , and the children having 31 days , 31 games each to make , individually or in a team , with their chosen partners ).
At the same time , we have done this by presenting the rules of child protection and making sure at all times that we respect the code of conduct through respect , ethics , honour and respect for copyright . We talk about the rules of e-safety on the internet and the fight against plagiarism and we always remember ( we should avoid threats , aggression , harassment , be positive and respectful all the time , respect privacy , not offend other e-twins , we do not should attack or incite violence against persons based on their race , ethnicity , origin , religion and sex ). We use the electronic security protocol and gamification activities regarding the electronic security rules on the internet and the code of conduct and the students expressed their opinions through posters . For this topic we also used the heating games , at the beginning of each online meeting , the students showing their abilities to use digital tools , but also the respect of copyrights , when they used arguments to justify their answers using web 2.0 . tools .
Right from the beginning , the students believe that they will gain awareness with this project . The students ' EXPERIENCE was positive , they considered that they improved and developed many key skills . The way of working on the eTwinning platform stimulated the students , even if the percentage of recognition and
participation seemed low initially , but in the end , their recommendations are 97 % to continue their involvement .
The international eTwinning project " The password of LIFE : the GAME " wanted to support active learning , to facilitate students and teachers the opportunity to make known to everyone interactive and attractive resources that stimulate them to play an active role in their own learning process , and , also to keep parents connected and involved in the education of students through this playful characteristic of learning and working . Collaboration and communication kept the participants close , the discussions were permanent , in case of failure , things were clarified quickly , with mutual support and support . On the TwinSpace pages , but also on the Facebook application of the group The password of LIFE : the GAME , the materials of the students and teachers were uploaded , and the plan was respected , the tasks were distributed , and the purpose of the project was fulfilled and we can consider ourselves a model for other schools and other colleagues from our schools , dissemination helping to do this .
We made Logo and Poster vote Competitions , preparing Surveys and Polls ( pre and Last Surveys / Logo and Poster Surveys ), Integration of Curriculum , Preparing Common Products ( like EARTH DAY - PADLET , eTwinning Day - STORYJUMPER , and poster , Something about us – PADLET presentation , Our location – PADLET MAP , GOOGLE EARTH , games JEAN
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