English
<< Objectives >>O1- To develop more informed digital behaviour through a basic understanding of MIL by testing online games as digital educational tools)O2 To enhance students' key competencies- critical thinking, teamwork, problem-solving and emotional regulation by practising traditional and online games;O3- to enhance well being O4-To innovate school practices by using digital and traditional games as an educational efficient toolO5- To contribute to preserving traditional games as cultural heritage<< Implementation >>We are going to implement virtual collaborative activities via Twinspace and four transnational activities:1.Empowered teachers for empowered students, Exploring benefits of media landscape, learning about potential risks- jointstaff training event2. Games are not just for fun- learning together- groups of students mobility3. Traditional and Modern games to preserve Cultural Heritage-groups of students mobility4. Play outside, don't play with the algorithm-groups of students mobility<< Results >>R1-A list of safe online games and a list of traditional games from each country as cultural heritage with description with aset of instructional tutorials on how to play themR2- A guideline introducing basic media literacy and safe and responsible media use addressed to 11-14 years old studentsR3- A video bank including testimonials of students R4- Book of drawings- drawings digitally created with web including AI tools and traditional hand-made drawings asillustrationsR5Twinspace
