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"<< Background >>""ENVIRONMENTAL WARS WITH DIGITAL GAMES"" project is a 2-year project involving the partnership of 5 institutions. Under the coordination of Portugal, it consists of schools in Poland, Italy, Turkey and an association partnership in Turkey. The project focuses on environmental issues and digitalization involving the exchange of good practices.Climate change is happening now: temperatures are rising, rainfall cycles are changing, glaciers and snow are melting, and the average sea level around the world is rising. Various EU initiatives aim to reduce greenhouse gas emissions. The European Union has adopted a greenhouse gas emission reduction target of 20% below 1990 levels by 2020, after reaching its targets between 2008 and 2012 under the Kyoto Protocol. According to OECD reports, land filling is made with 42% of the waste. The importance of recycling is not sufficiently known.In addition, the OECD published its “Digital Economy Outlook Report”, which includes comprehensive analysis of trends, opportunities and challenges emerging in the digital economy. The report focuses on digital transformation, whose importance has increased with the Covid-19 outbreak. In this framework, the Report; It points out that the digital transformation, which has risen with the crisis, should be directed to the future with comprehensive and flexible strategies.In our project, we focused on environmental issues and digitalization. We planned to make people aware of environmental problems by taking advantage of the opportunity of digitalization by meeting with our partners who have similar problems. While carrying out our activities, we will use web2 tools and digitalization to attract the attention of our students and make them a part of our project. We will teach our children simple coding logic. In fact, we will design games in our project to make it easier for them to learn. We will create environmental awareness in students by making use of digital applications (scratch, actionbound, virtual exhibition, canva, mosaically ...).Students will be taught the use of these applications so that their digital capacity will increase and they will be ready for digital transformation in the world.We aim to reveal environmental problems with all the activities we will carry out throughout the project. We will make sure that all our students and their families have information about what they can change with simple precautions that can be taken during their daily lives. We will realize that humans are not the only ones who own the world, and that we must respect the right to life of other creatures. With all the work we do, we plan to raise ENVIRONMENTAL WARRIORS whose hearts beat for the same purpose in various parts of Europe to protect the future of our world.<< Objectives >>The main objectives of the project are as follows;-Supporting the use and use of digital technology, increasing it by 30% in schools- Developing a lifelong skill with the use of educational applications- Creating a new model environment using ICT tools to encourage an all-school approach to the sustainable management of school operations and to facilitate students' learning-Creating an algorithm for intercultural harmony, communication and feeling equivalent-Increasing the European dimension in the school through the development of teacher communication and the integration of more schools in this exchange of good practice.- Helping teachers to integrate environmental management principles and practices into their school programs and to maximize students' learning,-Introducing eco-school activities to all partner schools and ensuring that they receive green flags with local activities to be carried out during the project.-All students understand the importance of belonging to the EU by participating in this project and cooperating with different countries,-By transferring the project to the eTwinning platform, to ensure that all the work done is applied and spread simultaneously in many schools.- Increasing the digital competence of teachers as well as studentsThe project has been prepared to meet the needs of all partners and target groups.All partners need:-The possible consequences of global warming will be known.-Digital skill and competence level will increase-They will learn the same programs, although there are kilometers between them. This will create a synergy between the partners.-Digital security measures will increase-To be informed about the protection ways that can be distinguished from extinct living creatures.- including the Portuguese school; It will serve the purpose of spreading the vision of 'ECOSCHOOLS' applied in school climate.<< Implementation >>Application: What activities will you practice? *Our project has 2 TPM, 3 LTT, 2 results and 1 multiplier events.3 people from each institution will attend TPM meetings. The legal representative, key person and contact person will attend.TPM1: It will take place in Portugal. It is a kick-off meeting. All partners will participate. It will be done for the partners to trust each other and to sign the mandates.TPM2: It will take place in Italy. It is the final meeting. All partners will participate. The sustainability plans of the project will be updated. The report of the project will be prepared.6 students and 3 teachers will participate in LTT activities.1. LTT subject: It will take place in Poland. All institutions will participate.LTT topic: The importance of digital-based learning and recyclingHere, students will use educational applications to realize recyclable materials in an enjoyable learning environment.2.LTT subject: It will take place in Italy. All institutions will participate. LTT topic: Effects of global warming with digital-based learningStudents will visit their surroundings and make virtual exhibitions. They will create videos.3.LTT subject: It will take place in Turkey. All institutions will participate. LTT topic: Scratch TimeIn this LTT, the teaching of the Scratch program will take place. At the end of the learning, they will write a short play or story.There are 2 results in the project.* Result 1: A training video will be shot under the leadership of Portugal, explaining the use of ""MOOC for Scratch"". This course will be translated into 5 different languages. It will be uploaded to online platforms to reach many people.* Result2: ""Let's Build an Ecosystem for Endangered Creatures"" The scratch program will be used while creating this output. The programming language will be used to create the ecosystem.The game will look like this: It appears on an extinct living screen. He says, ""Can you choose a suitable environment for me to live?"" At the bottom, pictures appear, such as rocks, sea, poles, when the correct picture is clicked, the game progresses, and when an incorrect picture is clicked, the player is directed to the information card. Then the game continues with questions such as ""What plants should be in the environment, which one you can give me to eat, How can you protect me"". Each time the player chooses the correct answer, the creature's habitat is gradually completed. The picture on the screen changes like this: For example, the living creature is in the sea first, then the fish start to play in the sea, then palm trees are surrounded by a fence. The player completes the habitat, and at the end a thank-you card is issued and the environmentally friendly player is thanked.Multiplier events: An international symposium will be held under the leadership of KUKSET to spread the outputs of the project to wider areas. There will be speakers who are experts in the subject. They will describe the objectives, activities and results of the project. They will explain how results can be achieved. The entire symposium will be videotaped and put on youtube, social media and school websites. The symposium will be translated into 5 languages and added as subtitles. The speeches of the speakers will be taken as text and presented alongside the videos.<< Results >>We have 2 project results.Result1: Under the leadership of Portugal, the Scratch program course will be given with the participation of all countries. Scratch is a programming language that contains ready-made codes in the program. An object or picture can move by placing codes in succession. You do not need to write code from scratch to move these objects. That's why there is a program language available for all age groups. With the correct coding of the codes, an animation, video or game can be created. Thanks to the open source and free download of the program, it is preferred by many people. It enables the person to use it for life and to improve himself. It will be uploaded to the course websites, youtube and international course websites.Result2: A computer game will be designed with the participation of all partners under the leadership of Poland. This result will enable students to learn about endangered creatures, their habitats and needs. A computer game will be created with the Scratch program. In this game, an ecosystem will be created for our endangered creature. The game will be done with the scratch program coding. In this way, while actively using the student scratch program through digital-based learning, sensitivity will be created for endangered creatures. The program allows you to create a picture, move the characters, make them talk. The game will be broadcast on social media channels, educational platforms and corporate websites. Code design as open source will be given to everyone. With the project activities, the participants will be understanding and sensitive to social and environmental problems. The target audience will become aware of the creatures that are in danger of extinction as a result of global warming. He will understand how these creatures are affected by change. A more attractive education and training program based on information technologies will be provided. He will develop a skill that he can use for life. Will learn the programming language. This will create an increasing opportunity for the participant's professional development. It will develop internationalization strategies and strengthen cooperation with Partners and companies from other countries. They will be able to use their skills in business life with the international professional competence certificate they will have, such as europass. It will enable the participants to become tolerant and understanding loving individuals who better adapt to the European Union values. Language skills of the participants will increase. Impact on institutions: partnership effect of all institutions will be strengthened. The visibility of the institution will increase. The quality of the institution will increase with the increase in the professional competencies of the personnel in the institutions. The outputs obtained will enable students to learn through entertainment by using the learning materials in the institution. They will change the climate and culture of the institutions and take a step towards becoming a green school. Digital learning will join the mainstream of the school. The e-twinning activities of education in institutions will increase and they will have more comprehensive knowledge on digital security issues. Experienced institutions will find the opportunity to share their good practices. They will learn the ways of transferring these applications. It will enable inexperienced institutions to gain experience. It will ensure the increase of motivation in education and the development of cooperation with stakeholders. The Portuguese school will promote its eco-schools program to other schools to help them become a green school. It will be a solution to the need to expand the program framework it is in."
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