Gamification is the process of using game mechanics and game thinking in non-gaming contexts to engage users and to solve problems and increase users' self contributions. Gamification allows learners to have fun while attaining information, and encourages them to share that information with their peers. Further developing high quality VET pathways can indeed motivate some young people to remain longer in education and training, by providing them with alternatives to general education which may better suit their interests and needs. http://eacea.ec.europa.eu/education/eurydice/documents/thematic_reports/163EN.pdf MegaVET ( Move to Enhance Gamified applications in Vocational Education Training) has emerged from the reasons specified below; - the lack of coursewares concerning learning through play or gamification inVET to foster the educational and personal development of the students enrolled at VET schools - the development of creative learning styles referring to four-skills, such as audio visual teaching materials rahter than the known traditional teaching methods still commonly performed in classes - the shortage of the innovative and sustainable applications with respect to gamified designs and contents in the field of education, compared to the ones in marketing. - the ever-increasing curiosity and interest of the all persons in education community for the new term 'gamification' and 'game mechanics'. And the horizontal and vertical indicators related to 'gamification' and 'game mechanics' in Google Trends show that the graphic values of the words are gradually increasing, notably a big increase after 2011. (http://www.google.com/trends/explore#q=gamification) - the availablity of inadequate resources and unbalanced combination of gamified elements with the educational content that you want to focus on. We are aiming at enhancing the capacity and quality of the education system through MegaVET which put emphasis on; - the enterpreneurship among the individuals who wish to keep pace with today's ever-increasingly technology, notably web-enabled devices and its outputs. - tackling early school leaving and reduce the rate of the dropouts across Europe via pilot training activities, for instance AIJU, our strategic partner has promised to design a game which helps the students with low-motivation towards to the lessons like the school again. - reducing the unemployment available in developing countries by creating new job opportunities and supporting vocational competences due to the fact that gamification is included to the education sector. - embed vocational teachers and learners with the key competences and skills in accordance with the gamified online or offline training contents. The institutions which make contributions to MegaVET are AIJU from Spain; vast experience on ICT and web-based applications, good practices across Europe within the framework of 2020 strategy, ARAD from Turkey; experience more than 7 years on web page design, 3-D modelling, graphic design, IPIA "M.O. CORBINO" from Italy; inclusion to many projects funded by EU, expert staff in the fields of electrics/electronics, computer programming, EPAL KAISARANIS from Greece, great efforts in national projects, active participation to local studies. the possible outputs of megaVET are as follows: 1. MegaVET web-based online game offers a broad array of gamified education contents covering the electrics topics ranging from electrics circuits to the analog devices. The curriculum available will be enriched with diverse complementary activities and visuals. 2. MegaVET Android is a kind of application that you can use easily on your mobile phones. What really matters here is to integrate the gamified training content mentioned above into the curriculum available. 3. MegaVET BOOK being a written resource is supposed to be complementary of android and gamification. Examinations, visuals, lecturing, dictionary, definitions and explanations about MegaVET are included. 4. MegaVET IST taking into consideration the needs and interests of the visual target groups offers a comprehensive training course which lasts four days in May, 2017. The course takers will have had a more clear understanding of all outputs of MegaVET. MegaVET having a multiple phase and interconnected process groups, six steps in the framework of project cycle, will have methodology described as below; - Initiation, - Planning and Draft, - Testing, - Deployment, - Delivery, - Closing When it comes to long-term impact and results, these come to the forefront; * the participating institutions within the scope of MegaVET will have had more clear information and vast experience about the promising game-based educational applications of 21st century. * VET schools at across Europe will be more enthusiastic and volunteer to design innovative and supplementary course contents for those who are trained in these kinds of schools.
Mega VET (Move to Enhance Gamified Applications at Vocational Education Training) project is directly related to the educational gamified course materials through several interactive activities. The fact that the term “gamification” first gained widespread usage in 2010 has emerged from the reasons specified below; - "An EU-wide survey shows that while 70% of teachers recognise the importance of digitally-supported methods, only 20% of students are taught by digitally confident teachers and the percentages of teachers using information and communication technologies (ICT) in more than 25% of lessons has not increased since 2006. http://epthinktank.eu/2014/04/01/digital-opportunities-for-education-in-the-eu/" - the ever-increasing curiosity and interest of all persons in education community for the new term 'gamification' and 'game mechanics'. And the horizontal and vertical indicators related to 'gamification' and 'game mechanics' in Google Trends show that the graphic values of the words are gradually increasing, notably a big increase after 2011. (http://www.google.com/trends/explore#q=gamification) Mega VET project gave mostly priority to the following objectives to be able to enhance the capacity and quality of the education system; - the entrepreneurship among the individuals who wish to keep pace with today's ever-increasingly technology, notably web-enabled devices and its outputs. - tackling early school leaving and reduce the rate of the dropouts across Europe via educational testing service and training activities such as LLT activities, - reducing the unemployment available in developing countries by creating new job opportunities and supporting vocational competences due to the fact that gamification is included to the education sector. - embed vocational teachers and learners with the key competences and skills in accordance with the gamified online or offline training contents. The Mega VET consortium involving 5 participant organisations has completely different and specific skills and profiles compared to each other; Ortaköy, being located on the way of Samsun-Kırıkkale, in a rural area of Ankara has been offering theoretical and also practical training in the field of Electronics/Electrics, Machinery, Metal, Computing, Climating and Ventilation, Wood technologies. Ortaköy with 10-year experience in Erasmus+ projects has the ability to design printed materials, develop digital-supported tools, e-Learning modules and host many national/international events. EPAL KAISARIANIS is a public vocational school which gives secondary level education in the field of mechanical engineering with specialty in: * Vehicle engineering with specialty in mechanical and electrical automobile systems * In the field of Electrical engineering with specialty in Electrical Installations IPIA "M.O CORBINO" is made up of 39 classes with a population of about 700 students and 75 teachers. It is a state vocational school with different courses of studies: electrical, electric, mechanic, fashion and wellness. AIJU research centre is a private, non-profit making organization aiming to boost research, development and technological innovation within toy and related industry, thus making it possible the achievement of a constant competitiveness increase in the sector. School centre Novo mesto The secondary school of electrical engineering and technical gymnasium educates approximately 1000 secondary school students, who can choose among educational programmes in the fields of computer science, electrical engineering and technical gymnasium. Mega VET Book, is a book which involves detailed explanation about the basics of Gamification, the positive ways of gamified applications, the cutting-edge innovations and news, benefits of gamification, teachers' skills in gamification. The chapters and countries are listed above; Turkey, Game dynamics and Mechanics; Italy, Benefits of Gamification; Slovenia, Gamification; Greece, Why and how to make it?; Spain, Teachers' skills in Gamification. Mega VET IST has a well-designed and heavy course agenda for the participants and public/non-public organiations wish to include in the future in adressing the following points; definition of gamification, game dynamics/mechanics, testing the game, the usage of the platform, the ability to develop mini game. Mega VET Web-based Online Game is an gamified application involving educational topics having selected by partners except Spain in the field of Electrics/Electronics. Mega VET Android, is an application involving a wide range of educational activities and runs on all mobile phones anywhere and anytime. At the end of the process ongoing, as a Mega VET consortium have realized that fisrt our target groups, and the beneficiaries succeed in; - integrating the gamified activities into the topics selected, - offering a well-planned gamified content training - having the spirit of self-determination to develop their own classes