Τεχνικές Παιχνιδοκεντρικής Μάθησης και Παιχνιδοποίησης στην Εκπαίδευση

Erasmus+ School EducationSmall-scale partnerships in school educationID: 2022-1-EL01-KA210-SCH-000084562
EC Contribution
€600
Consortium Size
3 orgs
Start Year
2022
Summary

With the implementation of the project, we sought to achieve the following objectives. First, we sought to enhance teachers' skills and knowledge of game-based learning and gamification techniques...

Objectives

With the implementation of the project, we sought to achieve the following objectives. First, we sought to enhance teachers' skills and knowledge of game-based learning and gamification techniques to make education more engaging and effective for students. Our aim was to design and develop a comprehensive European training process in these innovative educational methods. In addition, we intended to create a modern and innovative digital guide for teachers, developed under the guidance of an experienced organisation, to support these new teaching techniques. We also aimed to promote international collaboration and exchange of best practices between teachers from Greece, Cyprus and Italy. We wanted to increase students' motivation and participation by incorporating teaching practices that resonate with their daily lives and interests. Finally, we aimed to promote inclusivity in education, ensuring that teachers and students from diverse and often underrepresented backgrounds could benefit from these advanced educational techniques.

Activities

1. We started with an online kick-off meeting to present the project and proposed action plan. Each partner held local meetings/actions to select participating teachers. 2. We organised three training activities: - In Italy, focused on game-based learning techniques. - In Cyprus, on gamification methods. - In Greece, on developing lesson plans that incorporate these techniques. 3. Workshops and practical applications. Teachers participated in practical workshops to practice and apply the new methods in the classroom. 4. We created a comprehensive digital guide to game-based learning and gamification for teachers, with input from all partners. The guide includes lesson plans created by the teachers who participated in the trainings. 5. Information meetings, workshops and promotional materials were implemented and planned to share the results of the project with a wider audience. 6. We collected feedback and conducted evaluations throughout the project to ensure effectiveness and continuous improvement.

Impact

- We trained teachers from Greece, Cyprus and Italy in game-based learning and gamification techniques, improving their teaching skills. - A comprehensive digital guide for game-based learning and gamification was developed, offering practical tools and resources for teachers. - Participating teachers created and tested innovative lesson plans that incorporated these techniques, refining them for effective classroom use. - Piloting the scripts allowed teachers to apply the new methods in real classroom settings. - The new teaching methods led to higher student motivation and engagement. - The results of the project were widely disseminated through information workshops, activities and other promotional material reaching a wide audience. - A strong network of educators and organisations in the field of education was established, which promoted continuous cooperation and exchange of best practices. - Extensive feedback was collected and evaluation reports were produced to assess the effectiveness of the training and its impact on teaching practices

Consortium (3)