Strengthening Gamified Digital Learning for Learners and VET personnel in Professional Driver Training

Erasmus+ VETCooperation partnerships in vocational education and trainingID: 2021-1-DE02-KA220-VET-000025228
EC Contribution
€3,024
Consortium Size
5 orgs
Start Year
2021
Summary

The GamingDRV consortium launched this project in response to the urgent need for more inclusive, innovative, and formally recognized virtual training—needs intensified by the COVID-19 pandemic. T...

Objectives

GamingDRV responded to the goals of the European Skills Agenda, the Osnabrück Declaration, and the Digital Education Action Plan by advancing inclusive, high-quality, and innovative digital VET. Its primary aim was to promote inclusive CVET programs in professional driver training and beyond, contributing to a just and competitive European VET landscape. The project supported digital upskilling for both drivers and VET personnel, increasing access to training for disadvantaged groups such as low-qualified and migrant workers. Gamified Learning Elements (GLE) engaged learners effectively, receiving highly positive feedback. The project empowered trainers through the GameTrain e-learning module, offering guidance on delivering VC-based training, and through the GamingDRV Online Pool of Resources, which provided adaptable materials and tools. These outputs enhanced trainer-learner interaction and supported gamified learning approaches. Grounded in the principle that learning should be enjoyable and motivating, the project proved that gamification improves both training quality and learner motivation—especially for those with prior educational disadvantages. GamingDRV improved access, quality, and recognition of virtual training.

Activities

The project successfully carried out all planned activities as outlined in the project application, following the four phases of the management plan: exploration, development, testing/adaptation, and exploitation/transfer. These activities led to the deve

Impact

The GamingDRV project has developed all the tools necessary to deliver and sustainably exploit high quality, didactically sound, gamified, innovative and inclusive VC-based training. These tools include: (1) a learning outcome-based concept and curriculum

Consortium (5)