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C6 ESL GAME BASED AND WEB2.0 TOOLS ACTIVITES

This mobility focuses on game-based exercises, web 2.0 learning tools, creating virtual reality tours, and creating a finished e-book.

Games were used to educate or practice grammar, introduce new vocabulary, reinforce a language concept, rehearse words or language structures, and develop fundamental abilities.

They were also used to get the class warmed up, to keep the class motivated throughout the lecture, or to close the course on a positive note.

Four of the project partners—from Kastamonu, Turkey, Greece, and Poland—participated physically in the mobility.

Unfortunately, because to the worsening pandemic situation in their schools, the Italian and Bulgarian partners were unable to participate.


All schools designed games and activities connected to Web 2.0 tools that all students will participate in as part of the mobility's preparation phase.

To ensure that everyone could participate equally, those taking part online were given a live stream connection and Google Meet meetings.

Game-based learning, learning by doing, project-based learning, digital assessment, brainstorming, and group work are some of the methodologies used.

While these activities are directly linked to or integrated into ESL curricula at all schools, they were all related to or integrated into the regular activities of the relevant schools. All games and digital exercises had instructional components that assisted teachers in developing circumstances in which the language was applicable and meaningful.

We kept students interested by using games and activities that promoted friendly competition. By doing this, we inspired English language learners to engage with and actively participate in the learning activities.

Additionally, the cultural sightseeing tours in Mersin and the surrounding tourist destinations increased the value of the mobility by providing students with a genuine understanding of the history and culture of the hosting nation, fostering a sense of belonging and encouraging tolerance for and acceptance of cultural differences.

The tours were also live broadcast for the partners who were participating digitally. During this time, they discussed the locations they had visited, researched the area's history and culture, and started planning collaborative VR initiatives.

 

We employed a variety of learning games and activities during this mobility, including competitive games, cooperative games, cooperation games, dynamic icebreakers, and creative and critical thinking exercises.

All pupils have the opportunity to express themselves and participate actively in the learning process by using a variety of methods. Instructors urged students to improve their language abilities through the experience of teamwork while on the go.

 

Language learners were able to not only keep their interest in language learning but also learn new vocabulary, practice grammar, and review what they had already learned by implementing game-based language learning activities in the form of language games.

Both students and teachers improved their English language skills through practical immersion throughout the international exchange.

1. A collection of Web 2.0 tools suitable for teaching English (example lessons included)

During the project, the partners shared WEB 2.0 tools to assist the English language teacher.

It also includes samples of lessons made using these tools, as well as advice on what types of lessons they are most receptive to.

https://docs.google.com/spreadsheets/d/e/2PACX-1vS3chnmSnHAbaK_vfOZ1O4A4wnFffYDHIh5q_KbhZ1diZNf2MQJfsCvbJJJ_6HdNoKUSKjizggWXZym/pubhtml


2. A collection of English lessons conducted using WEB 2.0 tools

Week Week English - Erasmus+ project partners shared their ideas for English lessons conducted using WEB 2.0 tools.

The collection is part of the final joint products of the project and provides English teachers with ready-made lesson plans that can be easily adapted for almost any age.

In addition to lesson plans, you will also find ready-made resources in the collection.

Here you can view all the English lessons held within the project activity “ESL Game-based and Web 2.0 tools activities”

https://wakelet.com/wake/pIU2IxRMr_TcUh3jZp95Y

 

3. VR tour of Mersin 

GOOGLE EARTH project - virtual tour of Mersin and its surroundings, created by teachers and students as part of C6 mobility.

To create this virtual tour, students in the virtual mobility collaborated in real time.

A photo gallery of the partners who physically participated in mobility is included with the tour.

https://earth.google.com/web/data=MicKJQojCiExa3ZVYW1QbnlzWEJSSTZ1NC1FNEdpcUFDQXRJZ05TV1M

 

4. Interactive map of Tarsus

Students from Italy and Bulgaria prepared an interactive map of the city of Tars

During their virtual mobility in the city of Mersin, students from Italy and Bulgaria prepared an interactive map of the city of Tars using the WEB 2 Thinglink tool.

After researching the sights of the city, they managed to create a kind of virtual tour with a lot of information, video and photo material.

https://www.thinglink.com/scene/1509504475386085378

 

5. A collection of educational games and Web 2.0 tools activities for teaching and learning English

A collection of educational games conducted with the participants in mobility C6 - ESL game-based and WEB 2.0 tools activities

A downloadable pdf file is included for ESL teachers

https://read.bookcreator.com/HRgxIt5YNqTHscPncUfwzP1Q4E52/SkuL4ofwSGC_dCA1zyyn-w

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