Tuesday, May 5, 2026

ABOUT THE PROJECT

 ABOUT THE PROJECT



Enjoy watching our Project Intro made by Hüseyin tekiner Primary School Team

Our Project Logo (by Uluğbey Secondary School - Şanlıurfa, Türkiye)

English is Our Job! is an international eTwinning project that aims to ease and reduce our students’ prejudices against learning English in an enjoyable and meaningful way through student-centred, gamification-based, collaborative learning and web-based methodology and activities at primary and secondary school levels. Since vocabulary knowledge directly correlates with the competence in 4 language skills and overall language proficiency, we basically arranged our project activities to improve our students’ vocabulary knowledge in various real-life topics besides focusing on speaking and writing skills. To add, we all know that traditional teaching methods cannot always meet the needs of this new learner profile and our students are all digital natives who learn best through online interaction, games and visual materials. Thus, we will have both integrated educative web tools into our classes and some traditional but effective and meaningful games to address all types of learners and school settings in our practices. We also designed our project in a student-centred way in which our students will actively participate in decision-making processes through polls, discussions, online meeting, peer teaching through classroom visits, and feel a sense of ownership and responsibility towards the project, which will significantly increase their motivation and engagement. Also, the project activities are all planned with an inclusive approach, ensuring that all students (rather than a limited group) in the class can actively and equally participate according to their abilities. Our good teaching and learning practices will also be disseminated beyond the members through a project blog, school websites, project and educational media pages, too.

PROJECT AIMS

Through the project activities, our students will be able to:

1) improve their vocabulary knowledge in English about different real-life topics

2) develop their digital literacy, competence and awareness about eSafety

3) improve their speaking and writings skills through practicing more vocabulary, playing speaking games and producing written materials

4) reduce prejudices against learning English and develop a positive attitude towards learning English

5) improve their self-confidence, creativity, presentation, communication, collaboration, decision-making, problem solving and aesthetic skills

6) discover and utilise different interactive and digital English learning tools and techniques (e.g. educative Web 2.0 tools and artificial intelligence tools: Kahoot, Baamboozle, Wayground, etc.)

7) Foster respect to different cultures, and achieve democratic participation in an international context

8) develop their learner autonomy in regulating their own English language learning process

Teachers will be able to:

1) discover different educational methods and techniques to teach English in an enjoyable and meaningful way

2) advance their professional development through collaboration with teachers from different international teaching contexts

3) foster their digital competence in integrating technology into their teaching planning and practices

4) enhance project management skills by planning, implementing and evaluating activities (e.g. managing teams activities)

5) achieve inclusive and motivating classroom practices aligned with 21st century education principals (managing various types of activities for different types of learners)

6) create a sustainable collection of ready-to-use English games that can be reused and adapted in future lessons for many colleagues beyond the project members

EXPECTED RESULTS:

At the end of the project, thanks to our successful project implementation and collaboration, we aim to achieve all the project aims and goals stated above. Especially, we want to support our students to break their prejudices against learning English vocabulary and language skills, improve their vocabulary knowledge about various real-life topics, improve their 21st century skills such as digital literacy and competence, creativity, presentation, communication, collaboration, decision-making and problem-solving skills. Also, our partner teachers will have empowered their teaching practices through the inclusive, web-based, student-centred and gamification methodologies. As a result, we hope that our students will become more motivated, confident and active learners in English lessons. As educational outputs, we aim to produce (online) educational materials such as ePacks of our games and activities, a magazine and a project blog to share our good practices for English language learners and teachers beyond our project partner teams.

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WORKING PLAN AND PROCESS

  OUR WORKING PLAN AND PROCESS Our project started in February and it will end in June 2026! We have a well-organised project plan, which wa...