All of the institues involved in the partnership have faced the growing demand from their participants to keep up with the technical development . They would like something more of an off-site course than the instructor’s use of a ppt or use of his laptop for listening activities. Participants - l especially Y and Z generations - are looking for novelties, they want quick access to information. They would like to participate on the courses interactively and they are in favour of experiential and experience-based learning. Our institutions have recognized that collaborative learning, instant feedback system, and gamification are concepts that are lacking in off-site trainings. The tools used to make the learning strategy more efficient, valuable, and enjoyable (such as a smartboard) do not work off-site and the Y-Z generation favors innovative solutions rather than traditional forms of training Within the framework of our project, we create a system that is considered as innovative for the following reasons: - Online, platform-independent, browser-based, and mobile optimized for instant access - provides group-level learning: it can manage individual and group performance in the classroom (e.g individual answers are aggregated / averaged, , it can assign and evaluate different tasks according to the individual answers; it can assign and evaluate different tasks to different groups etc.) - provides real-time feedback: the solutions for each tasks are immediately evaluated (e.g. it creates a custom groups based on individual responses) - promote experiential and / or experience-based learning through gamification Within the framework of the project we are planning 8 transnational meetings, 4 intellectual outputs (framework, tasks, manuals, training programs) - that will be accessible to anyone after a registration - and a multiplyer event. For the IT development part of our project, we intend to use the agile methodology to ensure efficiency. As a result of the project, adult learners will be able to utilize the acquired skills in practice thanks to methodological renewal; their satisfaction grows. The satisfaction of the clients of the participating institutions is increasing, thus the competitiveness of the institutions will improve.. The institutions participating in the project can exchange good practices with each other, and the internal training system of each institutions will be expanded with training on the use of the framework and the related tasks. In the mid-term, participants of the project will also wish to offer a training course for the European trainers in the framework of the Erasmus + mobility course.
All of the institues involved in the partnership have faced the growing demand from their participants to keep up with the technical development . They would like something more of an off-site course than the instructor’s use of a ppt or use of his laptop for listening activities. Participants - l especially Y and Z generations - are looking for novelties, they want quick access to information. They would like to participate on the courses interactively and they are in favour of experiential and experience-based learning. Our institutions have recognized that collaborative learning, instant feedback system, and gamification are concepts that are lacking in off-site trainings. The tools used to make the learning strategy more efficient, valuable, and enjoyable (such as a smartboard) do not work off-site and the Y-Z generation favors innovative solutions rather than traditional forms of training Within the framework of our project, we create a system that is considered to be innovative: - PLATFORM INDEPENDENT: The system can be used by students and / or teachers via any modern internet browser. - OPTIMIZED FOR GROUP LEARNING: The platform we develop and the games we develop for require groups and not individuals. - OPTIMIZED FOR FACE-TO-FACE TRAINING: it can be used primarily for face-to-face trainings within groups. For this reason, it is important that it does not require significant preparation from teachers, and can even be used on an ad hoc basis. It was a compulsive experience during the project that the system can be used in online contact courses as well (Zoom, Skype, Team). - COLLABORATED: Developing competencies through user collaboration was a key goal in the design and implementation of the system and the related games. - GAMIFICATION: all games created were designed to promote experiential learning in an enjoyable way The project was completed in 35 months instead of the planned 24 months, and the international project meetings had to be reorganized several times due to the pandemic situation, so fewer partner meetings were held than originally planned. The project resulted in 4 intellectual outputs: the Classm8 framework, 20 pre-programmed games that can be played within the framework, a manual with specifications, and an adult-licensed training program to help to use the system and create games. The system was also introduced in an international environment in September 2021 as a part of a multiplication event.