Create Future Gaming

Erasmus+ School EducationSmall-scale partnerships in school educationID: 2023-1-ES01-KA210-SCH-000150686
EC Contribution
€600
Consortium Size
6 orgs
Start Year
2023
Summary

yes OB1.Developing the skills of teachers in gamification: Within 12 months, we aimed for at least 80% of teachers in partner schools to improve their skills in using the gamification method. They...

Objectives

yes OB1.Developing the skills of teachers in gamification: Within 12 months, we aimed for at least 80% of teachers in partner schools to improve their skills in using the gamification method. They will attend training sessions and create at least 3 gamified learning units for their students. OB2.Increasing students' practical skills: We aimed for at least 90% of students to demonstrate a significant improvement in applying theory to practice by completing at least 3 projects or activities. OB3.Increasing girls' motivation to learn STEM: In 6 months, we want female students to show greater motivation to learn, which will be measured by an increase in the number of girls involved in gamification activities and an improvement in grades in STEM subjects by at least 0 .5 points. OB4.Improving school performance in STEM: We aim for students to improve their performance in STEM subjects within 24 months, with an increase of at least 2 points in school averages.

Activities

yes We ran transnational mobilities in Spain, Romania, and the Czech Republic, where students and teachers collaborated in educational activities based on games and STEAM (Science, Technology, Engineering, Art and Mathematics) methods. Activities also included traditional outdoor games, promoting socialization and collaboration between students from different cultures. We developed an e-learning platform dedicated to education through games and gamification, where educational materials and didactic resources for teachers and students were uploaded. The platform was accessible to all participants, facilitating collaborative learning. We started to create an interactive e-book that contains methods and best practices in the implementation of gamification and STEAM education. We have also developed a virtual library of educational resources for teachers and students. We constantly monitored the progress of the project and carried out dissemination activities, including articles in the local media, presentations and information sessions for teachers, parents and local authorities.

Impact

yes Over 80% of teachers in partner schools have acquired advanced skills in the use of gamification. They have created at least 3 gamified learning units and implemented them in their classrooms, thus improving the educational experience of students. Over 90% of participating students have demonstrated significant improvement in applying theory to practice, participating in at least 3 educational projects based on gamification and STEAM. One of the major results of the project was the increase in girls' interest in exact sciences and technology. A dedicated e-learning platform has been developed, which hosts educational resources, online courses and interactive materials related to gamification and STEAM. This platform is accessible to all teachers and students involved, facilitating the exchange of good practices and educational resources.E-learning platform “Games and Gamification” (https://buildfuturegaming.eurosyvec.eu) providing training modules, gamified lesson plans, interactive activities, and multimedia resources for teachers and students An interactive e-book “STEAM & Gamification”, developed collaboratively by partners, including examples of good practices, teaching strategies and gamification activities.

Consortium (6)