Category Archives: Gamification Methods for Educational Management

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Project Results

Category:Gamification Methods for Educational Management
WHAT WE ARE BRINGING NEW TO THE TABLE

Innovation

The approach we will take in this project is innovative in terms of the criteria we will take into account in developing intellectual outputs, but also innovative in terms of the intellectual outputs (brand new board games and applications) and we will focus on the following aspects:

1. Scaffolding
Learners need different levels of support depending on their competence.
The educational concept of scaffolding is the application of tailored support to move the learner from their current level of learning to the next.

2. Self-Determination Theory
Learners are motivated by psychological needs of competence, autonomy, and social relatedness through both external and internal factors.
Components of the motivational theory of self-determination explain how gamification elements keep learners engaged.

3. Distributed Content Delivery
Learners have better recall if learning content and tests are spaced out over time.
A distributed approach to learning is where the learning content is spaced out over time and the learner is quizzed immediately after the content has been delivered. This reduces learner fatigue and leads to better recall.

Project Results

INTELLECTUAL OUTPUTS

Deliverables such as methodologies, studies and educational instruments based on gamification strategies.

IMPACT & DISSEMINATION

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Project Objectives

Category:Gamification Methods for Educational Management

The results acquired in the project can be divided in several categories: – Intellectual outputs/deliverables- methodologies, studies and educational instruments based on gamification strategies – Training courses- educational outputs – two training courses (one for youth workers and one for young people- testing the IOs).

Main Aim

The general aim of the project is to develop gamification non-formal education methodologies and instruments for young people aged 18-23.

Objective 1

 Creation of 5 new instruments and methodologies using gamification to be tested by 25 youth workers in their activities with 100 young people over the course of a two-year period.

Objective 2

Improving professional skills of 25 youth workers by the participation in the creation of gamification educational methodologies and by testing them with 100 young people throughout the project period.

Objective 3

Testing transversal educational impact of the methodologies developed in the project in 5 formal education contexts (university modules in Romania and Greece and schools in Poland, Latvia and Bulgaria).

Justification

 This project is very well connected with priorities listed in the guide and the national call for project. We cover through this project most of the national call priorities related to strategic partnerships: involving in the project local/regional


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Intellectual Outputs

Category:Gamification Methods for Educational Management

IO1 – Online Test for Young People (Topic: Learning to Learn Competence)

IO1 is the online test in the form of a questionnaire using the Likert scale with values from 1 to 10. The role of the test is to verify the learning to learn skills and competences of the participants. The questionnaire will have 50 questions. The questionnaire / test / assessment tool will be designed by experts / sociologists in such a way that the responses given to each of the 50 inputs will generate some values that will then be gathered and will generate a personalized answer to the one who passed the test, as close as possible to the truth and relevant so that he knows what skills (he) has to improve.

Based on the results collected from the 100 young people who passed the test, we can have an overview of the common elements (competencies) that they have to improve. The online test will be an open source, it will be accessible to any other organization interested in using the instrument in order to assess the learning to learn needs of a target group.

IO2 – Board Game – Learning Experience

The board game has …


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Project Description

Category:Gamification Methods for Educational Management

The project GamificationEDU is implemented in a consortium of 5 partners of Romania (leader), Greece, Poland, Latvia and Bulgaria.

The main problem we identified as a consortium is the constantly changing interests and learning preferences of young people who have to be addressed by new solutions in our educational programmes/activities.

The general aim of the project is to develop gamification non-formal education methodologies and instruments for young people aged 18-23.

The project objectives which are planned to be achieved in a 2 year duration are focused on three pillars:

1. New Instruments

Creation of 5 new instruments and methodologies using gamification to be tested by 25 youth workers in their activities with 100 young people over the course of a two-year period

2. Improving Skills

Improving professional skills of 25 youth workers by the participation in the creation of gamification educational methodologies and by testing them with 100 young people throughout the project period.

3. Transversal Education

Testing transversal educational impact of the methodologies developed in the project in 5 formal education contexts (university modules in Romania and Greece and schools in Poland, Latvia and Bulgaria).

WHAT IS

Gamification

Gamification is the use of game design and mechanics to enhance


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KA2 Gamification – 4th Transnational Meeting @Sofia, Bulgaria

Category:Blog,Gamification Methods for Educational Management

5d56117e-a721-4841-b942-05f2c8db7383Between 26 and 27 February 2020, all the partners have been present in Sofia, Bulgaria to attend the 4th Transnational Project Meeting.

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KA2 Gamification – 1st multiplier event @IncubART

Category:Blog,Gamification Methods for Educational Management

86372575_623589455141843_2944347493275533312_nOn Saturday, 15th of February 2020 and one day after Valentine’s Day, 66 youngsters came on a weekend day to spend it by playing boardgames developed through our Erasmus+ KA2 project “Gamification Methods for Educational Management”.

Gamification is the use of game design and mechanics to enhance non-game contexts by increasing participation, engagement, loyalty and competition.  The general aim of the project is to develop gamification non-formal education methodologies and instruments for young people aged 18-23.

Over the course of the last year, our team involved in the project developed this methodologies and instruments into the form of 4 boardgames (so far), meant to be played by youngsters in their trainings and competence gaining, to improve their skills and gain new ones.

For the purpose of testing and gaining feedback, 66 young people responded to our invitation and came to our multiplier event, where they attended a short presentation of the project, of the intellectual outputs, learned while giving feedback from playing the actual games and had a lot of fun while doing it!

Learn more about the project from our project’s website: https://game-edu.eu

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KA2 Gamification – 2nd Meeting

Category:Blog,Gamification Methods for Educational Management

Our GEM meeting in June this summer in Larissa, Greece for the project Gamification Methods for Educational Management!🎮

We presented our biggest output (literally), a first draft of our 6×4 board game, designed for a minimum of 12 participants and a maximum of 40 participants.👥

Check-out more updates on our website: https://game-edu.eu👈64630391_1255227441326428_3431276113240784896_o 64727544_1255227414659764_3602455118609383424_o 64728290_1255227361326436_4918896928801947648_o