Visibility of eTwinning Projects Groups July 2019 Newsletter Newsletter 9 | Page 118
Visibility of eTwinning Projects Group July 2019 Newsletter
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approach and Gamification (Game-Based Learning),
with activities reaching 7 dimensions. These are:
Technological dimension (coding and programming
activities);
Games dimension (creating board/brain games,
creating/playing Tangram);
Ecological dimension (recycling activities, ecological
garden/greenhouse);
Cultural dimension (STEM songs, STEM plays);
Designing and innovation dimension (STEM class
designing);
Social dimension (embossed books, Braille
alphabet, activities for SEN students);
The STEM festival (a big organized event for all the
project products).
Later on the game dimension started. Tangram,
which was selected to improve attention,
concentration and focus of the students, was first to
be introduced. The schools bought the Tangram
pieces or the students were asked to create their
own pieces either using recycled materials or the
new ones (3D printing). Simple shapes were
introduced and it got more difficult as the students
learnt more and more. Brain games were thought
at this stage to make it more attractive and the
partnering organizations discussed and decided the
shared board game to be created as a tangible
product at the end of this dimension. It was a game
board similar to “Snake and ladders”. It was also
presented in the workshop I co-moderated in 3rd
Scientix Conference, May 2018.
The project was developed during two school years,
2017-2019, by partner schools from Czech
Republic, Greece, Romania, Spain and Turkey
(coordinator). The associated eTwinning project
was founded and coordinated by our school,
together with the Turkish coordinator.
The technological dimension, which is certainly one
of the most important sectors in the overall word
“STEM” and which has a vital importance in
reaching our project goals and completing our
activities, was covered in September - December
2017. This dimension, which nearly took 4 months,
was filled with lots of activities. Students were
introduced to the coding through Arduino uno,
Scratch, Lego We Do, working on code.org during
Code week and Hour of code. More of that, the next
year, Code week 2018 meant a challenge for our
partners, and we completed it successfully.
The board of the game was created by the
kindergarten partners and each partner school was
responsible for producing 10 easy and 10 difficult
questions related to STEM subjects. The questions
were written on a shared Google document in order
to make it easier to collaborate by all the partners,
and then uploaded on GoConqr - two repositories of
100 questions each.
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