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