

Ltt1 Buzau-Romania. Game-based learning in STEAM education
Agenda:22-26 April 2024
Erasmus+ KA210: “Create Future Gaming”
2023-1-ES01-KA210-SCH-000150686
Presentation of LTT in Buzău, High School no. 11 – “Create Future Games” project
We are pleased to share with you the details of the Learning, Teaching, Training (LTT) event that took place within the “Create Future Games” project at Secondary School no. 11 from Buzau, Romania. This was an essential moment for the exchange of knowledge and best practices in the use of gamification and game-based learning theories in education.
Monday, April 22, 2024
Morning: Welcome ceremony and presentation of the school. The director of the school, Livia Marculescu and Madalina Dima, the project manager, introduced the guests to the wonderful universe of the Secondary School No. 11 in Buzau. The guests visited both the school’s laboratories and classrooms, but also the school’s musical garden and farm created as a result of circular economy studies. A beautiful welcome show was presented to the guests. Then followed a visit to the Buzău City Hall, where Anca Fotin presented the Buzău education system in detail.
Afternoon: We opened the work session by participating in activities in the school’s robotics club, a great opportunity to see how technology and gamification can be integrated into education.
Tuesday, April 23, 2024
Morning: Distribution of course materials and presentation of game-based learning theories, recognizing the limitations and advantages of gamification.
Workshops:
Workshop 1: Presentation of gamification theories, integration of games in the e-learning plan, choice of games for the target group.
Workshop 2: The difference between game and gamification.
Workshop 3. Presentation of traditional games.
Evening: Visit to the City Museum and dinner in a traditional restaurant.
Wednesday, April 24, 2024
Workshop 3: Designing an e-learning activity through the gamification and STEAM method. Participants learned how to design their own gamification activities.
Sharing sessions: Detecting good practices and current developments in Europe on working with students, exchanging ideas on non-formal activities and gamification.
Thursday, April 25, 2024
Work sessions: Activities in STEAM, Coding and Gamification classes, followed by evaluations and questionnaires regarding the satisfaction and importance of the proposed activities.
Evening: Free time and dinner.
Friday, April 26, 2024
Closing: Closing session with exchange of experiences and intercultural practices, thematic visits and certificate awarding ceremony.
Intercultural Evening: A celebration of diversity and cross-cultural collaboration.
This LTT mobility week was not only an opportunity to learn and exchange experiences, but also a platform to lay the foundations for continuous collaboration between project partners. We’re back with new ideas, inspired to implement gamification and game-based learning into our curricula to make education more engaging and effective for our students.
Follow our page for more updates and to see how these initiatives are evolving and impacting our children’s education!
CANVA presentation:
https://youtu.be/W2yi_AF_MGE;https://youtu.be/jWFBUCdjrfA;https://youtu.be/cQyrIpIL76E;https://youtu.be/9a_bqsC3IUE;https://youtu.be/QGYwa9prT9A
https://youtu.be/RWOGEIXMWvk;https://youtu.be/RWOGEIXMWvk;https://youtu.be/8kPxVckDSbA,;https://youtu.be/Ay53Si-q5WQ;https://youtu.be/3T6fpGh7eUI
Padlet:
RUMANIA MOBILITY
https://padlet.com/english269/7-create-future-gaming-games-sya1hir0e4hq6mxu
LTT in Czech Republic
The meeting in the Czech Republic was a bit influenced by the weather conditions in our country. There were huge floods. But almost all activities were done.
September 16th 2024, participants were departed and accompanied to school by a teacher. At 9:00 a.m., they were welcomed by the school’s headteacher and pupils who prepared a programme.
After lunch the first workshop took place. During this session, we worked on the project activities and exchanged experience.
In the afternoon, participants were taken to a local traditional restaurant for dinner.
September 17th 2024 the group began the day at 8:45 a.m. at school.Classes were visited, activities with merge cube and robot were done. In the afternoon traditional Czech board games were played. In the end of the day all participants discussed and presented further plans for dissemination and development.
September 18th the group spent time in Ostrava in DOV and took part in a workshop called Robot Ozobot. They tried to code robots that came with infinite ways to create, learn and share. After lunch in a restaurant participants visited university of Ostrava and tried some outdoor sports and games there. Experiences were exchanged and new approaches of teaching were discussed.
September 19th all activities took places in Ladek Park. It is the oldest mine in our region. The group visited the closed mine and in the afternoon explored the surrounding area where a lot of ancient tools and things were found.
September 20th A discussion featuring game developing and designing the latest innovations and their impacts on gameplay and player experience was held at school.
After lunch an interactive workshop where participants broke into small teams to brainstorm and develop unique game concepts and then they presented their concepts from the workshop and received feedback from the others.
To sum up all the planned activities were implemented.
Learning Science with merge cube.
https://youtu.be/ocEoJoiOHn8?si=SyaNexxYaUbtWKFR
Padlet:
https://padlet.com/english269/3-create-future-gaming-check-republic-3ice7qret64tz5ud
Online transnational meeting -M2 Spain -Monitorization and dissemination
The online meeting, organized by Spain, was attended by two representatives from each partner country over three days. The activity successfully achieved all project objectives. Partners reviewed and presented the activities implemented, shared good practices, and discussed local dissemination efforts. Integrare Europeana evaluated the e-learning platform and the quality of the uploaded materials. Romania and the Czech Republic summarized the local impact of their activities, while Spain and Turkey provided updates on seminars and workshops. The meeting concluded with a certificate presentation, confirming the project’s successful implementation and collaboration.
Online Meeting Agenda
Organized by: Spain
Period: 5-7 November 2024
Purpose: To review activities and prepare the interim report for the Create Future Gaming project
Day 1 – 5 November 2024
Theme: Review of Implemented Activities and Dissemination at Local Level
- 09:00 – 09:30
Opening of the Meeting and Welcome
Organizer: Partner from Spain
Presentation of meeting objectives and agenda structure - 09:30 – 11:00
Presentation of Dissemination Activities at Local Level
Each partner presents the dissemination activities carried out, including online events and campaigns
Discussion and questions for clarification - 11:00 – 11:15
Break - 11:15 – 12:30
Local Impact of Project Activities
Partners from Romania and the Czech Republic present the impact of activities on students, teachers, and educational communities
Feedback and comments from other partners - 12:30 – 13:00
End of the First Day and summary of discussed activities
Day 2 – 6 November 2024
Theme: Validation of Project Results and Updating of the E-learning Platform
- 09:00 – 09:15
Recap of the Previous Day - 09:15 – 10:30
Testing and Validation of the STEAM & Gamification E-learning Platform
European Integration presents the assessment of the platform and uploaded materials
Discussion of improvements and adjustments needed for the interim report - 10:30 – 10:45
Break - 10:45 – 12:00
Establishing Responsibilities for Continuity of Post-Meeting Activities
Distribution of tasks for the next six months
Assigning responsibility for dissemination and monitoring future activities - 12:00 – 12:30
Free Discussions and Additional Questions
Day 3 – 7 November 2024
Theme: Preparation of the Interim Report and Sustainability Plan
- 09:00 – 09:15
Recap of Previous Days - 09:15 – 10:30
Teamwork for the Preparation of the Interim Report
All partners contribute information on project activities and impact
Drafting and completing sections of the interim report - 10:30 – 10:45
Break - 10:45 – 11:30
Sustainability Strategies and Free Access to Results for at Least 5 Years
Confirming plans to maintain the platform and project resources as freely accessible
Discussions on improvement and regular updates to resources - 11:30 – 12:15
Completing the Work Agenda and Setting Up the Next Online Meetings
Setting frequency and details for future meetings
Final conclusions and questions - 12:15 – 12:30
End of the Meeting and Presentation of Certificates of Participation
1.- Summary of Key Outcomes from the Create Future Gaming Online Meeting (November 5-7, 2024)
Day 1: Review of Activities and Local Dissemination
- The meeting began with a welcome from the Spanish partner, setting clear objectives and a positive tone.
- Partners presented local dissemination efforts, including events, campaigns, and interactive sessions. Effective strategies were highlighted, and areas for improvement were identified.
- Partners from Romania and the Czech Republic shared insights on the project’s local impact, with suggestions provided to increase engagement.
Day 2: Project Results Validation and Platform Updates
- After a recap of Day 1, European Integration led an assessment of the e-learning platform, resulting in recommendations to enhance content and functionality.
- Responsibilities for the next six months were assigned, covering dissemination, platform updates, and monitoring.
Day 3: Interim Report and Sustainability Planning
- The day began with a recap of previous discussions, leading into collaborative work on the interim report draft, focusing on impact and achievements.
- The team agreed to keep project resources accessible for at least five years, with a plan for regular updates.
- Future meetings were scheduled to ensure ongoing collaboration, and certificates of participation were distributed.
Conclusion: The meeting achieved all objectives, with partners contributing valuable input and setting a clear path forward for the Create Future Gaming project.
2.- Evidencias
Trusted Companies
LTT in Turkey
Between 28 April and 2 May 2025, an Erasmus+ mobility took place in Istanbul, Turkey, hosted by Istanbul Ticaret Odası Bilim ve Sanat Merkezi – Bahçelievler. The activity brought together a total of 66 participants, of which 53 students and 13 teachers, from four European countries.
Erasmus+ Mobility in Turkey
Project Title: Create Future Gaming (Acronym: Gaming ZONE)
Period: April 28 – May 2, 2025
Location: Istanbul, Turkey
Host: Istanbul Ticaret Odası Bilim ve Sanat Merkezi – Bahçelievler
🧑🤝🧑 Participants:
Spain: 17 students + 2 teachers
Romania – Gymnasium School No. 11: 4 students + 1 teacher
Romania – European Integration Zone Association: 3 students + 4 teachers
Czech Republic: 4 students + 2 teachers
Turkey (host): 25 students + 4 teachers
Total: 53 students and 13 teachers
Activity schedule
Monday, April 28
Official opening and presentation of partners
Ice-breaker game: Dating Game
Presentation of the host school
Workshops: 3D design, water painting (Ebru), logic games, Wordwall, Kahoot
Visit to Istanbul Aquarium
Evaluation of the day
Tuesday, April 29
Visits: Maiden’s Tower and Kite Museum
Kite making workshop
Visit to Çamlıca Hill and Great Mosque
Wednesday, April 30
Visits to Koç Museum and Miniaturk
Traditional games Turkish
Lesson observation at the host school
Thursday, May 1
Cultural visits: Sultanahmet, Basilica Cistern, Topkapi Palace, Grand Bazaar
Bosphorus cruise
Galactic dinner and certificate award ceremony
Friday, May 2
Visit to Galata Tower and Taksim Square
Lunch and departure of delegations
Objectives of the activity:
Strengthening students’ and teachers’ skills in the field of gamification and STEAM education
Creating an interactive and collaborative learning space, focused on virtual reality, educational games, coding and Web2Tools
Promoting social inclusion and active participation of girls in STEM fields
Increasing motivation for learning, improving linguistic and digital skills.





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