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</script><< Objectives >>The project aims to address the climate crisis, which is a global problem, by using the digital game-based gamification method, based on the UN SDG 13. Our primary goal is to achieve digitization and apply our skills to fight against climate change and strive towards energy efficiency. Teachers and students (including SEN students) will learn about the importance of climate change while learning digital content methods, thus increasing the capacity of each partner.<< Implementation >>Planned activities:- Regular team meetings and evaluation- 4 virtual activities:1 for teachers -MA, 1 for SEN students and their parents-MK, 2 for teachers and students-FI, TR-Mobility activitys: Become an EnergyStar for Energy Efficiency-MK), Solution to Water Pollution with Games-MA, Forest and Digital Based Game Integration-TR- Workshop-Adapting Digital Transformation for the Climate Crisis-FI- 3 local conferences and workshops (each school will organize it in their school/country)<< Results >>Expected project results:*Gain competence in digital-based gamification tools for teachers and students*Develop different practices to raise awareness of climate change*In the European dimension:- teachers: gain language proficiency, communicate with colleagues of the same profession from different countries and cultures, have the opportunity to make on-site observations- students: gain an understanding of different cultures, languages, and ways of life by participating in the activities

<< Objectives >>The project aims to address the climate crisis, which is a global problem, by using the digital game-based gamification method, based on the UN SDG 13. Our primary goal is to achieve digitization and apply our skills to fight against climate change and strive towards energy efficiency. Teachers and students (including SEN students) will learn about the importance of climate change while learning digital content methods, thus increasing the capacity of each partner.<< Implementation >>Planned activities:- Regular team meetings and evaluation- 4 virtual activities:1 for teachers -MA, 1 for SEN students and their parents-MK, 2 for teachers and students-FI, TR-Mobility activitys: Become an EnergyStar for Energy Efficiency-MK), Solution to Water Pollution with Games-MA, Forest and Digital Based Game Integration-TR- Workshop-Adapting Digital Transformation for the Climate Crisis-FI- 3 local conferences and workshops (each school will organize it in their school/country)<< Results >>Expected project results:*Gain competence in digital-based gamification tools for teachers and students*Develop different practices to raise awareness of climate change*In the European dimension:- teachers: gain language proficiency, communicate with colleagues of the same profession from different countries and cultures, have the opportunity to make on-site observations- students: gain an understanding of different cultures, languages, and ways of life by participating in the activities
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