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Gamification Methods for Educational Management

2018-2-RO01-KA205-0499132018Strategic Partnerships for youthfinalized
Countries: RO|BG|LV|PL|EL · Grant: €133,793
New innovative curricula/educational methods/development of training coursesYouth (Participation, Youth Work, Youth Policy)

Project summary

The project GamificationEDUis implemented in a consortium of 5 partners of Romania (leader), Greece, Poland, Latvia and Bulgaria. It is a partnership that focuses on target groups that experience similar educational realities (formal educational systems in these countries have a great deal of similarities, starting with focus of theory and ending with a low relevance of educational performances to the needs of the labour market). Each of the partners in the project have launched a needs analysis among the beneficiaries of their projects (youth workers and young people aged 15 to 25). These two target groups were questioned on the opportunity to develop and use gamification methodologies and instruments in non-formal education contexts with the perspective of including them in formal education experiences. The main problem we identified as a consortium is the constantly changing interests and learning preferences of young people who have to be addressed by new solutions in our educational programmes/activities. The most frequently mentioned needs by youth workers in all 5 organizations were: the need to adapt their methods to the changing educational need of young people, the need to be involved in developing methodologies and instruments and the need to test those methodologies and instruments before using them extensively. The most frequently mentioned needs by young people in all 5 organizations were: the need to learn in an attractive environment, the need to be motivated and to feel confident in the learning process, the need to be guided or to be provided support at different levels at educational progress. Aims and objectives The general aim of the project is to develop gamification non-formal education methodologies and instruments for young people aged 18-23. The project objectives which are planned to be achieved in a 2 year duration are: 1. Creation of 5 new instruments and methodologies using gamification to be tested by 25 youth workers in their activities with 100 young people over the course of a two-year period 2. Improving professional skills of 25 youth workers by the participation in the creation of gamification educational methodologies and by testing them with 100 young people throughout the project period. 3. Testing transversal educational impact of the methodologies developed in the project in 5 formal education contexts (university modules in Romania and Greece and schools in Poland, Latvia and Bulgaria).

Final report summary

The project GamificationEDUis implemented in a consortium of 5 partners of Romania (leader), Greece, Poland, Latvia and Bulgaria. It is a partnership that focuses on target groups that experience similar educational realities (formal educational systems in these countries have a great deal of similarities, starting with focus of theory and ending with a low relevance of educational performances to the needs of the labour market). Each of the partners in the project have launched a needs analysis among the beneficiaries of their projects (youth workers and young people aged 15 to 25). These two target groups were questioned on the opportunity to develop and use gamification methodologies and instruments in non-formal education contexts with the perspective of including them in formal education experiences. The main problem we identified as a consortium is the constantly changing interests and learning preferences of young people who have to be addressed by new solutions in our educational programmes/activities. The most frequently mentioned needs by youth workers in all 5 organizations were: the need to adapt their methods to the changing educational need of young people, the need to be involved in developing methodologies and instruments and the need to test those methodologies and instruments before using them extensively. The most frequently mentioned needs by young people in all 5 organizations were: the need to learn in an attractive environment, the need to be motivated and to feel confident in the learning process, the need to be guided or to be provided support at different levels at educational progress. Aims and objectives The general aim of the project is to develop gamification non-formal education methodologies and instruments for young people aged 18-23. The project objectives which are planned to be achieved in a 2 year duration are: 1. Creation of 5 new instruments and methodologies using gamification to be tested by 25 youth workers in their activities with 100 young people over the course of a two-year period 2. Improving professional skills of 25 youth workers by the participation in the creation of gamification educational methodologies and by testing them with 100 young people throughout the project period. 3. Testing transversal educational impact of the methodologies developed in the project in 5 formal education contexts (university modules in Romania and Greece and schools in Poland, Latvia and Bulgaria).

Project partners (5)