Project name: Using Gamification to Teach English to Students with Disabilities
Project ID: 2022-1-LV01-KA220-SCH-000087585
Project type: KA220-SCH
Partners:
• Rigas Raina vidusskola- Latvia
• Avrupa Yenilikçi Toplum Derneği, Türkiye
• Global Education Center B.V. – Netherlands
• Drzavno uciliste za deca i mladi so osteten vid ,,Dimitar
Vlahov,,, The Republic of North Macedonia
• DIEFTHINSI PROTOBATMIAS EKPAIDEFSIS FTIOTIDAS, Greece
• UNIVERSITY OF CYPRUS, Cyprus
Description
Children with special educational needs (SEN) require tailored support in an educational environment often lacking adequate training and resources for teachers. Common challenges faced by teachers include difficulty in communication, reading, and writing, particularly in English language instruction. Research indicates a consensus among teachers that methodologies and materials should be adapted for SEN students, with additional time and curriculum adjustments deemed necessary. A focus on teacher training and curriculum development, as outlined in the Joint Memorandum on Social Inclusion of Latvia, is crucial for integrating SEN students into mainstream education. Despite the widespread recognition of these challenges, there is a lack of knowledge and resources for teaching English to SEN students. However, the use of gamification shows promise as an effective tool in English language instruction for SEN students.
Objectives
– Development of gamification software and tools for English lessons;
– The creation of a gamification platform and a mobile application to digitalize the gamification tools;
-For students with disabilities (visual impairments, hearing impairments, intellectual disabilities, and dyslexia), teachers are
encouraged to use and share effective methods for teaching English to those with fewer opportunities.
– Encouraging students with fewer opportunities to participate;
- Learning English should be accessible to all students, regardless of their socioeconomic status.
– Increasing societal understanding and acceptance of cultural diversity by fostering dialogue between people of different backgrounds.
– Recognizing and validating the work of European, national, regional, and local English teachers in non-formal and informal learning.
Tangible RESULTS:
-Implementation of gamification in English classroom (Result-1);
-Creation of a user-friendly gamification platform for open educational resources (OER) (Result-2).
-Creation of a mobile app to help students improve their English proficiency. (Result-3)