"<< Background >>The main reason to apply for this Porject was today's fast digitalization of the world and especially after COVID-19 Epidemic. Distance learning includingdigital education has supplanted sometimes the face-to-face learning, so teaching profiles of educators have been changing fast. Thus, we conducted aquestionnaire to the teachers of partner schools and defined their needs in istance/flipped/blended/virtual learning classrooms. Lack of digital abilities, nothaving enough knowledge of web 2.0 technologies, need of digital resources and difficulty of taking attraction of pupils to the online courses were themajor problems they have been faced with according to the results of the questionnaire. Thats why, we have been arranged educations and workshops todevelop their digital abilities and ensure digital transformation in education, especially to contribute to distance learning process. We have producedsubstantial project results such as digital games and digital course contents in some common courses taught around Europe. As our partners had similardistance learning problems and needs, we have carried out this project transnationally and produced results that teachers and students of all Europeancountries could easily use.<< Objectives >>Ensuring digital transformation and adding an attribution to the education that was largely affected by Covid-19 Epidemic was our main goal. We aimed tochange innovative practices in distance education with our partners to support our distance learning processes. We improved our teachers' ICT abilitiesthat were necessary for the digital education. We have supported teachers' teaching profiles in digital education. We aimed to introduce them with web2.0 tools to give opportunities them to prepare their own digital course contents. At the same time we prepared some useful and enjoyable digital coursematerials that all the teachers and students in Europe can use during in flipped, virtual or blended learning in real classrooms or during individual onlinestudy. In this sense, we aimed to focus on designing digital educational games as useful and enjoyable course materials to practice some commoncourses taught in Europe such as English Language, Maths, Natural Sciences, Philosophy and Art since we wanted our course materials to be able to beused in wider environment, especially around Europe. We aimed to produce a digital game library as a course material that has an open/free website asan Open Educational Resource.<< Implementation >>Project activities we planned to implement were: 1.Preparation: We planned to accomplish language preparation, researches, making strategic and riskplan and definition of tasks and duties, defining project teams, selecting a communication strategy, doing selection of participants. 2.Learning TeachingTraining: We achieved these activities in order to support teachers' teaching skills, contribute to digital course contents, and to have the needed skills tobe able to produce a substantial project result-Digital Games Library: 1.""Web 2.0 tools in Education"".Teachers of the partner schools gained basicknowledge of web 2.0 tools used in digital education and introduced with the major web 2.0 tools of digital classrooms. 2.""Gamification Implementations"":it improved their knowledge of gamification ain order to produce simple digital games for their classrooms. 3.""Digital Content Development"".Teachers tookan education about the digital course contents and assessment and evaluation. 3.Dissemination: local seminars, multiplier and school events, Erasmus+days, preparing posters and bulletin boards, designing project logo and website, sharing results/outputs in media; were some of the activities developedby the partners.<< Results >>Results and outputs we expected to have were these: the first one was that we planned to ensure digital transformation in education. We developedteachers' skills of ICT, web 2.0 technologies and gamification. We have contributed to digital or distance classrooms. We have achieved to carry out acollaboration about innovative practices in education. We have designed an open/free access Digital Games Library Website (OER) as a substantialproject result. This website hosts 10 Digital Educational Games in the courses of English Language, Maths, Natural Sciences, Philosophy and Art. Wehave organized these digital games in two levels: basic and advanced in order to adapt them to the knowledge and skills of the students. We haveorganized national, international and virtual Multiplier events to promote the Digital Games Library. We have designed a Project logo and poster to useduring the events and activities. We have activated Social Media (Facebook, Instagram, Twitter) and International accounts (e-twinning, Erasmus+ resultsPlatform), and share project activities and results on these platforms. We have designed a project web-site which includes every knowledge, audio-visualmaterials and activities."
