Powered by OpenAIRE graph
Found an issue? Give us feedback

Gamifying Education

Funder: European CommissionProject code: 2019-3-CZ01-KA205-076962
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for youth Funder Contribution: 59,560 EUR

Gamifying Education

Description

The strategic partnership is aimed at youth workers, voluntary youth leaders and educators who are interested to incorporate an innovative approach of game-based learning in their youth work activities and services of their organizations/institutions and further promote it to other stakeholders. The results of the strategic partnership are further aimed at two main target groups: young people aged 16+ who are engaged as learners in the final game-based learning activities and educators trained in game-based learning.The strategic partnership aims to further develop, share and promote game-based learning practices as an efficient and innovative approach to learning and to make game-based learning more present in formal and non-formal education institutions.The objectives:- To further develop and use game-based learning methods applicable to social education of young people;- To promote best approaches to game-based learning among educators through training them in using innovative methodology;- To strengthen cooperation between youth organizations and educational institutions for joint development of game-based learning;- To increase operational capacity of partner organizations in delivering quality educational services;- To develop young people’s social and civic competences by using gamified educational activities;- To create, publish and spread 3 manuals on different approaches to game-based learning with detailed outlines of at least 15 diverse game-based learning activities;Altogether, the strategic partnership involves at least 300 participants on several levelsDuring three training activities delivered as part of the strategic partnership, altogether 54 youth workers, educators and teachers will be trained in use of game-based learning activities.These participants will then run game-based learning sessions using the activities with their own target groups – youth center clients, youngsters and students. We envision at least one local activity per country after each of the training activities, targeting minimum 240 youngsters.Furthermore, the members of the consortium will be affected by increase of opportunities provided by the strategic partnership and participation in meetings and workshops done locally. We also expect the participants of the training activities to share their learning with their colleagues. This means that the minimum number of affected people will reach well over 300.The kick-off meeting will prepare the consortium members for the following activities. This is followed by three training activities for youth workers, teachers and educators, each aimed to train them in different approach to game-based learning (educational role plays/simulations, escape rooms and board games). The activities are concluded by an evaluation meeting.The training activities and dissemination activities will be carried out using non-formal education methodology and game-based learning.During the partnership, we will publish three game-based learning publications and toolkits: open educational publications with emphasis on educational role plays, educational escape rooms and educational board games respectively. The publications will include game-based learning theory and detailed outlines of examples of activities with printable materials for organizations and educators to replicate. We will develop a website with information of the project and project outputs, photographs, visual reports and three training course concepts.We divided impact based on various target groups that we will be working with during the strategic partnership period. People who will be involved during the whole process of the project will become more competent in the field of civic/social education and game-based learning activities. young people will have a chance to test games, be part of workshops, cooperate with the partner organizations therefore they will firstly develop own social/civic competence set and soft skills, have a better image of social/civic education, active citizenship and attitude towards being active in society or sensitive to specific topics relevant to the field. Participants of the training activities will gain basis for game development and educational game design, they will have grasp of non-formal learning methodology and ideas as well as be able to facilitate non-formal learning sessions using educational board games available. Through dissemination events locally and online, the project has the potential to influence youth workers/educators and organizations broadly as they can take contact and work with this project consortium.By continual use of game-based learning methods that will be selected in the manual, the results have chance to spread to hundreds of new youth workers a year, as the sum of game-based learning trainings organized by the participating organizations directly impact approximately 300 youth workers per year and impact education systems and curricula in long term

Data Management Plans
Powered by OpenAIRE graph
Found an issue? Give us feedback

Do the share buttons not appear? Please make sure, any blocking addon is disabled, and then reload the page.

All Research products
arrow_drop_down
<script type="text/javascript">
<!--
document.write('<div id="oa_widget"></div>');
document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::dec0cf9f0aac464edb7b951675a54318&type=result"></script>');
-->
</script>
For further information contact us at helpdesk@openaire.eu

No option selected
arrow_drop_down