Program: Erasmus+ Strategic Partnerships for school education
Action Type: Cooperation for innovation and the exchange of good practices
Project duration: 01-09-2015 - 31-08-2017
Lead partner: I.E.S. Juan José Calvo Miguel (ESP)
1. Budapesti Metropolitan Egyetem (HU)
2. Hasan Fatma Onal Anadolu Lisesi (TR)
3. CEPA Río Tajo (ESP)
4. Cork Education and Training Board (IRL)
5. Volkshochschule für den Landkreis Regen (DE)
Short summary: 21st century learning styles are radically different from previous decades' styles as technological developments like the smartphone, video gaming systems, easy access to digital contents and information as well as permanent connection to the Internet have modified the ways in which we people learn and interact, even what motivates us and how we get engaged in everyday activities. Our
choice of priorities is completely related to this status quo and the realization that our teaching methodologies must adapt to current sociological conditions if we want to help our students reach their full potential.
Thus, the most relevant priority for "The Learning Games" project is the development of innovative methodologies and appropriate accompanying tools to put them into practice, such as the gamified approach we introduce here. This aim is to make our students engage more in their own learning processes, therefore improving not only subject-specific achievement levels but also transversal skills in every educational level and, in lower educational levels like secondary or second chance education for adults, also basic skills like literacy and numeracy.
Gamification is a technological procedure that has proved very useful in different fields such as training and business productivity, dramatically increasing intrinsic motivation which in term leads to greater achievement. By the use of this approach, we aim at helping disadvantaged students in high risk of failure improve their chances of staying within the educational system and complete their certificates. In addition to this goal and by using the exact same approach, we will also help the rest of the students to excel and become overachievers in relation to current standards, as learning will become a meaningful activity for the students.
This gamified approach implies, on the other hand, a huge effort for the digital integration of teaching/learning processes through the use of specific applications to tackle class management, lesson content, assessment and evaluation and communication with students (in the case of compulsory education, also parents), making the students even more active protagonists of their own learning while also providing teachers with tools to standardise the evaluation of subject-specific and transversal skills within the classroom.
For more info, please visit the project website: http://fraissa.byethost6.com/index.html