GAmification, Teaching & Entrepreneurship

Erasmus+ Higher EducationCooperation partnerships in higher educationID: 2024-1-DK01-KA220-HED-000254371
EC Contribution
โ‚ฌ400,000
Consortium Size
4 orgs
Start Year
2024
โ–ถSummary

GATE seeks to revolutionize online entrepreneurship education with a gamification platform. Gamification is the craft of deriving all the fun and engaging elements found in games and applying them...

โ–ถObjectives

GATE seeks to revolutionize online entrepreneurship education with a gamification platform. Gamification is the craft of deriving all the fun and engaging elements found in games and applying them to productive activities. It recognizes the need for modern educational tools that can keep pace with digital advancements and the evolving learning preferences of students โ€“ aiming to enhance engagement, learning outcomes, and fostering a community of learners, educators, and professionals.

โ–ถActivities

Development of a gamified learning methodology (WP2), production of motivating learning materials (WP3), creation of a gamification platform prototype (WP4), and dissemination of project results (WP4), to increase engagement and improve learning outcomes using the Octalysis Framework for Gamification (Yu-kai Chou, 2015) and the Theory of Gamified Learning (Landers, 2014), with 8 consortium members, 105+ students, 5-10 teachers, 15-20 companies and 100+ participants at the final multiplier event.

โ–ถImpact

A learning platform prototype integrating best gamification practices to boost student engagement in entrepreneurship. The impact encompasses enhanced student engagement, improved learning outcomes, and broader adoption of digital tools in entrepreneurship education. Long-term benefits include setting new standards for education in entrepreneurship, contributing to the educational excellence and innovation capacity within the European Union and influencing policy and practices at a broader scale

Consortium (4)