Game On - Level Up!

Erasmus+ VETCooperation partnerships in vocational education and trainingID: 2023-1-FI01-KA220-VET-000154135
EC Contribution
€2,500
Consortium Size
7 orgs
Start Year
2023
Summary

Gamification and game-based learning are important innovations in the future of learning. We applied for this project to address the urgent need for building gamification capacity in VET. The actual implementation of game-based learning must be achieved through innovative and digital pedagogical approaches. The project responds to the evolving demands of 21st-century education by integrating gamified elements and game-based learning, which have proven to enhance motivation, engagement, and academic achievement among vocational learners. By exploring immersive technologies such as VR and the Metaverse, the project supports the development of versatile digital skills essential for preventing digital exclusion and improving learners’ labor market prospects. It also fosters and strengthens transversal and occupational competencies, as the games that were created in the project help students to develop their soft skills.

Objectives

The project aimed at enhancing and developing the teaching staff’s pedagogical gamification skills by using new digital technologies. Through the enhanced skills the teaching staff has been and will be able to create learning content that is engaging and motivating as well as suitable for all levels of learners. Gamification, especially VR and immersive technologies, helps to produce more learner-centered content, inclusive learning experiences and responses to the needs of work life. Our concrete objectives were - to create a toolbox that helps teaching staff to implement gamification in their work - to develop six serious games that teach soft skills to the students - to create a piloting programme for gamification in VET.

Activities

The project consisted of 4 work packages incl. 4 workshops. Gamification toolbox and 6 serious games were created and piloted during the project. A co-design session for the toolbox was held in Helsinki during the kick-off meeting. Each partner was responsible for developing content for the toolbox. The Gamification Toolbox for Rookies was built in Micoo. The game developers’ workshop was held during the meeting in Zwolle. The primary purpose of the workshop was to deepen participants’ understanding of gamification as a pedagogical tool. Each partner chose a platform that fit their needs. A piloting workshop was held in Basque Country. The plans for the 6 serious games were refined, and the first versions of some games were piloted. In the last workshop in Kiipula 6 serious games were ready. The students tested the games and gave their feedback to the project team. 2 webinars about the project results were held. One showcased the online learning course and introduced the games. The other concentrated on 6 serious games. Each organisation participated in the dissemination (for example conference presentations and social media posts). We published 2 newsletters about the progress of the project.

Impact

A training toolkit for a beginner game developer was created. It has information on the history of gamification, accessible game design, and pedagogical and inclusive methods that can be used within games. Also a piloting program was created for the toolkit. There is an easy-to-use online course for the teaching staff that is interested in gamification and wants to improve their gamification skills. Six serious games were developed, one by each partner. All the games focus on developing students’ soft and transversal skills. They are accessible and easy to transfer to different education levels and fields. However, the main result of the project is the increased digital courage and pedagogical skills of the teaching staff. This helps them to take new technologies into use.

Consortium (7)