Gamification of Digital Learning
▶Summary
The GDL project was created by the involved partners in response to the urgent need to enhance digital teaching and learning experiences following the COVID-19 pandemic. It showed a significant ga...
▶Objectives
The goal of the project was to foster secondary school teachers and educators’ competences in gamification for an engaging, inclusive and high-quality digital teaching and learning experience. By developing a methodology and giving practical examples and guidelines to support teachers in the use of gamified online practices, the project’s objective is to enable all students to participate, improve their skills and enjoy the learning process. In particular, the objectives of the project were: - to increase teacher’s digital skills and awareness of digital resources for gamification such as tools, applications and platforms, - to provide guidance and examples to make teachers and educators confident and able to reproduce gamified experience for their learners, - to foster student’s engagement and participation in online (synchronous or asynchronous) learning, - to ensure a high quality and inclusive education for students in digital learning context
▶Activities
In addition to the intellectual outputs and concrete results in terms of testing, the responsibilities of the project implementation were divided between all the partners, ensuring a better involvement of each, guaranteeing a balanced use of the grant item 'Project Management and Implementation'. The activities planned under this item have been divided as planned and as follow: A 1 • Project management • Logopsycom A 2 • Quality Management • IMS A 3 • Process Evaluation (Activities) • SEI A 4 • Communication and Exploitation • CTMB A 5 • Digital Presence • Euphoria A 6 • Green responsibilities • Euphoria In practice within these Activities, we implemented the following: - 3 general meetings and 2 online meetings - Over a dozen smaller meetings online to follow up the creation progress - 8 quality reports done for A2 and A3 - 843 432 people reached in the hundreds of actions of dissemination - A website, www.gdl-project.eu with full visual identity and proper design. - 27842 downloads of project outputs - +15 000 unique visitors on the project page - Successful partners collaboration through platform SLACK with over 3225 messages exchanged - 389 teachers and 554 students involved in the presential testing session - 5 presential and 2 online dissemination events gathering 423 people
▶Impact
Compendium of methods for gamification in digital learning (R1) The compendium examines the application and effectiveness of gamification in digital education, analyzing theoretical literature against practical implementations to identify gaps and offer recommendations for improvements. Technical Toolbox (R2) Selection of 40 currently available online resources to be used for gamification in digital learning. The selection of these tools is based on teacher’s recommendation but also with a priority on inclusiveness and accessibility. eLearning module (R3) A free online course that aims to enhance secondary school level educators understanding and confidence on using gamification in digital learning, in a simple and practical way. Pedagogical sequences (R4) 15 lesson plans that are using gamification elements for digital learning. These describe the pedagogical implementation and application of the tools used for gamification in digital learning. Explanatory tools sheets (R5) 30 explanatory tools sheets that provide detailed process and steps the teacher should follow regarding the application of tools for gamification on each sequence produced in R4. All the results are available on the website in 6 languages.