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The MAIN GOAL OF THE PROJECT is to improve the quality of e-learning by designing and implementing the DigiMates innovative method for online game-based learning, which will not only increase the engagement of millennial students in e-learning process but also foster the acquisition of additional skillsets and enable virtual mobility. Due to the progressive digitalization, changing needs of the newest generation of students (i.e. Digital natives) and challenges, posted by COVID-19 pandemic, it is necessary to provide high-quality e-learning and virtual mobility. Innovative teaching method are needed to promote student engagement in e-learning and to enable internationalization at home. The main goal of the project corresponds to the SPECIFIC GOALS: 1. Increasing the quality of e-learning by providing a comprehensive, internationally applicable step-by-step guidelines for development and maintainability of the quality assurance system in e-learning. 2. Increasing the HEIs’s potential to implement innovative teaching methods by employing a comprehensive approach to develop and implement the DigiMates method for online game-based learning 3. Increasing the academic staff’s digital competences by providing an advanced online teaching program to improve the digital readiness of teachers for game-based e-learning. INNOVATIVE and UNIQUE aspects of the DigiMates project are the following: Unlike other related projects that are limited to a specific topics, have broad outcomes, and use very theoretical approaches, THE DIGIMATES METHOD will be designed in user-friendly way, easily modified to different learning objectives and implemented in a cost-effective way. Consequently, the method WILL BE USEFUL IN ANY RELATED DISCIPLINE AND ACADEMIC CONTEXT. The project will use a COMPREHENSIVE APPROACH to the development of the DigiMates method. While majority of previous projects have focused only on the development of the game-based method, the DigiMates method for online game-based learning will be evaluated also from the quality assurance and security perspective. Moreover, we plan to develop and implement the online teachers training program, where teachers will gain specific digital competences to successfully use the method. We will also provide the technical guidelines and tutorials for the implementation of the method for academic staff. The DigiMates enables GAME-BASED INTERNATIONALIZATION AT HOME (i.e. virtual mobility), thereby the method uses an innovative approach to motivate the students to engage in and experience international collaboration (i.e. virtual mobility). Project is unique also because it addresses the needs of higher education institutions, posted by the COVID-19 PANDEMIC. However, the results of the DigiMates project will be HIGHLY RELEVANT ALSO IN THE FUTURE (i.e. after the pandemic). In order to achieve the project goals, we CAREFULLY SELECTED DIGIMATES PARTNERS upon previous collaboration as well as work done on the topic of e-teaching and e-learning. The project consortium consists of 5 partners related to the education from 5 European countries: Slovenia, Germany, Spain, Poland and Turkey. The MAIN ACTIVITIES of the project comprise: 1. Preparing a comprehensive, internationally applicable step-by-step guidelines for development and maintainability of the quality assurance system in e-learning2. Designing, testing and deploying of the DigiMates method for online game-based learning3. Designing and providing online training for teachers to improve their digital readiness for e-learning and ability to use gamification as a teaching resources in courses under e-learning model 4. Preparing security protocol and code of conduct for international academic and professional staff regarding virtual mobility 5. Preparing technical manuals, video and audio tutorials on how to use the DigiMate method INTELLECTUAL OUTPUTS of the project are the following: 1. A step-by-step guidebook on how to establish and implement a quality assurance system for e-learning2. An innovative online game-based teaching method that enhances student engagement and virtual mobility3. Online teacher training program, which will improve the competencies that teachers need for their work in today's rapidly evolving learning environment.4. Established protocol for DigiMates virtual mobility and incorporating the method into subject-specific courses5. DigiMates toolkit, i.e. established technical protocol with guidelines and tutorials for implementation of the DigiMates method for academic staff.THE LONG TERM RESULT: Ensured contribution to the quality of online education and attractiveness of higher education programs in traditional and online environments across the EU, by addressing the needs of target groups (i.e. partner institutions, teachers, staff, students) and encouraging game-based learning and virtual mobility.
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