ABOUT THE PROJECT
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

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