The Amazing Game of the Ancient European Trails

8 Participating countries:
Project Reference: EST-2013-1-ES1-COM06-73497
Part of :

Education and training\Life long learning (2007-2013)\COMENIUS\Partnerships

Summary

The project A.G.A.E.T. has as leitmotiv the popular Game of the Goose, well spread and known around Western Europe, a game based on travelers and the Way of Saint James. Consists in to design of a desk game and a booklet of instructions inspired in the Game of the Goose including each partner's most representative long distance way, the creation and implementation of a computer version of the game, the creation of a methodology mini guide to use the game in classes of Foreign Languages, Art, History,Geography, ICT, Maths and Technologies and as Project Based Learning activity in cross curricular projects easy to adapt to different school systems. The game will have a giant size version to play with living tokens and natural backgrounds.
The main objective is to improve approaches and teaching techniques in various school subjects using English as vehicular language working collaboratively in a multicultural environment. The impact will be both in students, teachers and in the school and community. Persons will learn from different European work styles to improve their professional skills, present or future, be tolerant with cultural differences, more confident with their social and foreign languages skills, be aware of the importance of English as lingua franca and our common cultural heritage and local differences.
The first year of the project is dedicated to research about the tracks and compile the information into a project website, to plan, design and make the desk game, the instructions and to design the first part of the methodology mini guide according to the observations done by the teachers in the workshops. The second, to design the accessories of the game, a computer version of it and a giant size living version.

Results

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Set of evaluation forms used by the partners to assess PBL and teacher-driven lessons.


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Utilización del juego en clases de asignaturas diferentes a la de lengua inglesa con metodología AICLE.


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The sequence of the AGAET learning activities is developed for the classroom using Moodle systems. The file is uploadable and contains the activities of every stage of the project.


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The explanations made about the game ,rules ,translation,questions and answers.


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All the products done by the partners.


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A slide which gives info about the Silk road.(Turkish trail).


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Lessons plan based on the game ready for use before the game.


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The activities done in the Turkish moblity.


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A filmed lesson about Poland based on a lesson plan. It is preparation before playing the board game. During the lesson students get to know essential facts connected with the trail and Poland itself. The link: https://youtu.be/b953nLKEQSg


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design of the box.


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File(s):
box design.pdf
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In collaboration with Professor of Technology and with the help of students we built the hourglass. As materials we used 2 bottles in which we put sand and we joined in glue. We calculated sufficient measurement time for the game.


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we chose the owl as an animal mascot as a symbol of wisdom and knowledge.


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In a workshop in 2 teaching hours we created and drew the storyboard of the electronic version of the game


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Url:
you.tube/a.PE69z5L58A

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Feast with students to honor the Language day


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Italian education system and description of the Italian Institute


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UE, Italy, Molise: A virtual path from the European Union to a South-Italian city: Isernia


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How the Italian students and teachers remember Spain


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Explanation of why the Italian students choose a scallop shell as the project logo and an owl as the mascotte


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The Italian students sketch some drawings to designate the project's mascotte.


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Students draw some monuments and landscapes along the "Via Francigena".


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“GIOVANNI XXIII“ SCHOOL WISHES T.A.G.A.E.T. MERRY
CHRISTMAS AND HAPPY NEW YEAR


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The Italian students choose the rules of the game


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A short study about the Italian trail, the most important pilgrim route in medieval Europe and from which common European civilisation has its roots.


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Unforgettable memories from Turkey


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The eight Countries involved in the comenius project take part in a very suggestive event in the public park in front of the Italian school.


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The students from all the participant countries take part in the live GAME OF THE ANCIENT EUROPEAN TRAILS, having the Royal Palace of Caserta with its monumental gardens and water falls in the beckground.


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As an extra activity corresponding to the maps and flags of each partner country, 3 further computer games were produced for use with a PC - Matching flags and Matching maps. These games are now available for use in Primary, Secondary and SEND schools and can be obtained using a dropbox link available from marilyn.tinkler@kendal.ac.uk
Zach also produced an Android App of the matching flags game


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Held in October 2014, with a total of 64 delegates. details available through the Kendal college Comenius wordpress site
https://kendalcollegecomenius.wordpress.com/the-uk-mobility/


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Au travers du projet, nous avons changé l'image de notre école.
Les étudiants se sont appropriés le projet, ils ont ont "retrouvé" le goût de l'école.
D'autres écoles de la région nous ont contacté pour prendre conseil pour créer un projet.
Une présentation des résultats a été organisée, le jeu a été présenté à toute l'école et aux parents.
Deux reportages de la télévision locale ACTV ont été réalisés.
Nous avons créé le site www.AGAET.COM


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La totalité du travail accompli pendant deux ans a été centralisé sur le website www.agaet.com
La télévision locale ACTV a réalisé deux reportages sur le projet.
En début d'année scolaire, les étudiants ayant participé au projet ont présenté les résultats aux nouveaux étudiants.
Une conférence de presse sera organisée au mois de décembre pour présenter les résultats du projet AGAET et pour présenter notre futur projet Erasmus.


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The whole of the desk game, box and accessories (sand clock, passports, stamps, counters, travel bags, dress of the Master, dice)


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Booklet of instructions and playing cards of the game


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Preparatory activities, design of dresses, performances and play of the living version of the game in the gardens of the Royal Palace of Caserta (Italy)


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Design and making of the electronic version of the AGAET desk game. Copyright owners Zach Wharton, Zac Nelson and Kendal College.


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Resume of the lesson plans and observations of the workshops in the schools involving the AGAET game.


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Comprehensive set of Problem Based Learning and regular CLIL lesson plans involving the AGAET game


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Project website as electronic portfolio of the AGAET project and compilation of the outcomes.


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The logo and animal mascot of the project was chosen as result of partnership drawings contest. The Agaet team decided that the logo of the project to be Romanian design and the animal mascot the owl, Greece proposal.


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Coordinator

INSTITUT EL PALAU

Carrer Empordà, 7-13, Sant Andreu de la Barca (Barcelona)
a8043671@xtec.cat

Partners

Scoala Gimnaziala Nr. 5
2, Maresal Constantin Prezan, Vaslui
Fahrettinpasa Ortaokulu
Fahrettinpaşa Mah. C. Gürsel Cd. Tarsus, Mersin
Katolickie Gimnazjum im. Św. Melchiora Grodzieckiego
PL.Dominikanski 2, CIESZYN
1 Gymnasium Kamaterou
Έλλης & Αθ. Διάκου, Καματερό
Ist. Comp. Giovanni XXIII
c.so Garibaldi, 43, Isernia - IS
Kendal College of Further Education
Kendal College of Further Education, Milnthorpe Road, Kendal
APLL Implantation des Arts et Metiers
Rue Paul Pastur 1, La Louviere

Disclaimer

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