Cooperation to implement Creative Thinking and Gamification for innovative online training of STEM students
▶Summary
The current generation of STEM students, who have been impacted by the pandemic, requires a strong drive and the ability to swiftly adjust to changes to succeed in today's technology-driven econom...
▶Objectives
The current generation of STEM students, who have been impacted by the pandemic, requires a strong drive and the ability to swiftly adjust to changes to succeed in today's technology-driven economy.A collaboration between partners has been established to develop a methodology for constructing digital tools that employ gamification to enhance creative thinking among BSc ICT students.The objective is to enhance teachers' abilities to incorporate innovative methods in the partners e-learning system
▶Activities
Training program for teachers at ICT domain Proof-of-concept with creative thinking and gamification techniques for STEM courses Guideline on how to implement customized digital support for students Description of learning outcomes using European e-Competence framework Implementation of teaching pilot program (1st year-testing phase) - the use of tools in the educational process, (2nd year-sustainable phase) – partners cross-use the tools Dissemination of the results
▶Impact
By incorporating digital innovative tools and adopting a student-centered approach, teachers will enhance the value of classical learning, empowering students to personalize their learning path and select engaging options.This strategy will ignite students’ creativity and stimulate their interest and motivation, leading to lower dropout rates and greater success in a fast-paced and constantly evolving environment.These tools will use European e-CF for measuring competences and proficiency levels