'Gamify Your Thinking!: The Use of Digital Games to Boost Students' Critical Thinking Skills.'

Erasmus+ School EducationCooperation partnerships in school educationID: 2023-1-ES01-KA220-SCH-000165679
EC Contribution
€2,500
Consortium Size
7 orgs
Start Year
2023
Summary

GameCRIT is planned as a logical follow-up of project DeCRIT (2020-2023). Its main objectives are the following: O.1 - THINK CRITICAL: Improve young students’ CRITICAL THINKING skills as a key met...

Objectives

GameCRIT is planned as a logical follow-up of project DeCRIT (2020-2023). Its main objectives are the following: O.1 - THINK CRITICAL: Improve young students’ CRITICAL THINKING skills as a key meta-competence for 21st society. O.2 - DIGITALISE: Integrate digitalisation in teaching-learning processes and programmes, increase educators’ digital competence and encourage pedagogical innovation. The target users are lower-secondary students and teachers/educators.

Activities

GameCRIT will carry out two main activities in its life cycle: 1) Development of a Framework Methodology for Gamified Critical Thinking Narratives. 2) Development of a Web Application to Create Digital Games for Critical Thinking Scenarios. These activities will be dividied into different sub-activities, deliverables, 5 Coordination and Development Meetings, and 2 Transnational Training Workshops in order to ensure the achievement and quality of results.

Impact

GameCRIT objectives will be met through the production of two CONCRETE RESULTS (tangible products): CR.1 – a FRAMEWORK METHODOLOGY to integrate critical thinking skills into gamified narratives (WP2). CR.2 – an ad-hoc WEB APPLICATION, available for everyone, to design digital games for critical thinking scenarios (WP3). These concrete results wil contribute to: - improving the students' critical thinking skills for 21st - enhancing the teachers' digital competence in 'digital tools creation'.

Consortium (7)