Project Plan
Traditional Children's Games
Working Plan
December
1. Identification of project partners
2. Teacher and student introductions -installation of padlete
3. Project introduction intro/ video preparation
4. Preparing a school board and a classroom board
5. Do not make school introductions- noteapp.com
6. Informing parents about the project, meeting
7. School locations are also shown on the map (thinglink, etc.)
8. Providing information about student permit documents, e-security
9. Task distribution list
10. Which activities to prepare a to-do list (with the trello web 2.0 tool)
11. Creating a Project Blog page
12. Introduction and use of the web 2.0 tool for students
13. Teacher pre-survey - result - analysis
14. Student pre-survey -result - analysis
15. Parent pre-survey -result -analysis
16. Teacher logo, poster election survey - results-reporting
17. Student logo, poster election survey -results- reporting
18. Project Establishment of WhatsApp group
19. School website news - (project introductions, logo survey result, poster survey result, etc.)
20. Teachers' meeting- zoom etc.
21. Meeting of students
22. Active use of Twinspace.(Forum, Discussion, Newsletter )
23. Curriculum alignment plan, course achievements
24. Preparing a New Year's board
25. Coding event : New Year Coding
26. Collaborative work: Making the new year board talk with the viko web 2.0 tool or making it talk with chatter pix -creating a joint video and uploading it to youtube
27. Preparing a word cloud about the project with WordArt
28. What did we do in December? General evaluation report
January
1. Event Name: Kinetic Child
2. Each country will promote one of the physical games played in their own country. He will learn these games in other countries and play them with students in their own countries.
3. While the game is being promoted: the rules will be written, how many people to play with, time, field, etc. it should be introduced. Example: Preparing a brochure about the game rules with Canva.
4. Game promotions, Brochures, Preparing qr codes, Making short videos of the games being played: preparing e-books (storyjumper.com )
5. Students will be asked questions about the games.Some of these questions are:
• ….what are the games played in the country?
• In which country is the game played with seven stones?
• ….which country does the game belong to?
• …. What is the starting rule of the game called?
• …..is the game being played against time?
• Which game is played in Spain?
• Which one of the games is played in Romania?
• Which one of the games is played in Italy?
These questions will be prepared using the web 2.0 tool. Students will be asked to respond. (for example, Google forms, quizizz, etc. )
6. Preparing an activity evaluation questionnaire for students and reporting the survey results:
• Which game did you like very much?
• Which country's game felt the most different?
• What is the name and country of your favorite game?
• Which game was the most difficult for you?
• Which game do you want to play next?
• Which country do you want to go to to play games?
• Which web 2.0 tool have we used this month?
7. Instagram facebook / instagram page creation of the project
8. Conducting dissemination studies (school website news, etc.)
9. STEAM activity: Writing a story
10. Introduction and use of the web 2.0 tool to be used for students this month
11. Teacher meetings
12. Student meetings
13. Updating and preparing school and classroom boards
14. What did we do in January? General evaluation report
february
1. Event name: Mind Cube
2. Each country will promote one of the mind games played in their own countries. He will learn these games in other countries and play them with students in their own countries.
3. When introducing the game: the rules will be written, how many people to play with, time, equipment, etc. it should be introduced. Preparing brochures about the game rules with Canva or another web 2.0 tool.
4. Preparing game promotion posters
5. Preparing the qr codes of brochures
6. Preparing a video of the games and uploading it to youtube
7. Jigsaw puzzle brain games with jigsawplanet web 2.0 tool
8. STEAM activity: Making a mock-up of brain games .
9. STEAM activity : Writing a story
10. Coding event: coding e-safety day (February 7, 2023)
11. Students will be asked questions about the games.Some of these questions are:
• ….what are the games played in the country?
• In which country .....is the game played with tools and equipment?
• ….which country does the game belong to?
• …. What is the starting rule of the game called?
• …..is the game being played against time?
• Which game is played in Spain?
• Which one of the games is played in Romania?
• Which one of the games is played in Italy?
A. These questions will be prepared using the web 2.0 tool. Students will be asked to respond. (for example, Google forms, quizizz, etc. )
12. Preparing an activity evaluation questionnaire for students and reporting the survey results:
• Which game did you like very much?
• Which country's game felt the most different?
• What is the name and country of your favorite game?
• Which game was the most difficult for you?
• Which game do you want to play next?
• Which country do you want to go to to play games?
• What activity did you have fun doing in February?
• Which web 2.0 tool have you used this month?
13. Conducting dissemination studies
14. Introduction and use of the web 2.0 tool to be used for students this month
15. School website news
16. Teacher meetings
17. Student meetings
18. Updating and preparing school and classroom boards
19. What did we do in February? General evaluation report
March
1. Event name: Games of Shadow
2. Each country will promote one of the satirical games played in their own country. He will learn these games in other countries and play them with students in their own countries.
3. When introducing the game: the rules will be written, how many people to play with, time, equipment, etc. it should be introduced. Preparing brochures about the game rules with Canva or another web 2.0 tool.
4. Preparing game promotion posters - collages
5. Preparing the qr codes of brochures
6. Preparing an e-book or video of brochures and uploading them to youtube
7. Making short videos of the games being played - Combining videos of the games of all partner countries-Uploading to Youtube
8. Hacivat and Karagöz event: creative drama , fashion show production for the promotion of clothes
9. STEAM activity: Making a puppet of satirical games (Karagöz puppet production with Hacivat)
10. STEAM activity : Writing a story
11. Coding event: Coding Water day March 22nd
12. Collaborative Work : Holding Water day events on March 22 to increase climate change awareness- (joint product )
13. Students will be asked questions about the games.
NOTE: These questions will be prepared using the web 2.0 tool. Students will be asked to respond. (for example, Google forms, quizizz, etc. )
14. Preparing an activity evaluation survey for students in the month of March and reporting the survey results.
15. Conducting dissemination studies
16. School website news
17. Introduction and use of the web 2.0 tool to be used for students this month
18. Teacher meetings
19. Student meetings
20. Updating and preparing school and classroom boards
21. What did we do in March? General evaluation report
April
1. Final product : writing a common story: e-book
2. Final product : e-exhibition
3. Teacher's latest survey - results analysis
4. Student latest survey- results analysis
5. Parent last survey -results analysis
6. Project evaluation: Teacher -Student -parent opinions
7. Combining the square codes of each game
8. Final checks of our Project Blog page
9. Conducting dissemination studies
10. School website news
11. Teacher closing meetings
12. Student closing meetings
13. General evaluation report at the end of the project
14. Termination of our project and Quality label preparations
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