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The power of gamification

2019-1-PL01-KA204-0658382019Strategic Partnerships for adult educationfinalized
Countries: PL|IT|FR|AT · Grant: €34,025
Research and innovationIntercultural/intergenerational education and (lifelong)learning

Project summary

The proposed project is aimed at increasing the educational potential of four European organisations: MODE Foundation (Poland), IFOM (Italy), Pistes Solidaire (France) and Coobra (Austria) by exploring the subject of gamification. It is a relatively new, yet immensely popular trend that has found its way into training and management processes of numerous entities, including some of the world’s largest businesses. By providing our staff with a chance to learn about exploiting gamification for educational purposes, we wish to significantly increase the effectiveness of our activities. We also intend to immediately utilise the newly gained knowledge in our work with adult learners who participate in international initiatives. The competences to be gained by our trainers can be divided into three main areas: 1) multicultural education and mobility preparedness; 2) specialised education; 3) personal development, also with the use of e-learning tools. Each subject will be explored during a short-term training course, where participants will exchange their knowledge and develop common standards for effective use of gamification in a given area. This will lead to the creation of a competence map that will facilitate the formulation of future plans and strategies for subsequent initiatives. As seen by the partners, the project neatly fits into our development philosophy, as it entails following top global trends in education, while maintaining cost effectiveness in the pursuit of broadening our competences. It will make use of partners’ own resources. Upon the completion of the project, we will implement the newly gained competences without the need for additional funding. All the while, we will noticeably increase the effectiveness of our educational activities addressed at adult learners.

Objectives

Our goal was primarily to develop the educational potential of four European organizations: the MODE Foundation (Poland), IFOM (Italy), Pistes Solidaire (France), and Coobra (Austria) in the field of gamification. This is a trend that has been around for just a few years, but it is extremely popular even among the biggest players in the global market. By training trainers in this direction, we have recorded a significant increase in the effectiveness of training actions addressed to adults. Thanks to the project, we have utilized and continue to utilize the acquired competencies to work with adults during joint initiatives at the regional, national, and international level.

Background

We divided the results and outcomes into 3 modules: 1. Gamification in subject education, mainly focused on language learning and support for vocational and non-vocational education of adults. We developed lesson plans based on the gamification concept, for example, using simulation games. Trainers specializing in language learning and supporting educational processes for adults participated in this module. 2. Gamification in soft skills training with a focus on intercultural education and adaptation to mobility. As in the previous module, the results of our work were a compilation of developed scenarios, methods, and tools, describing their usefulness in our other projects. One of the developed methods was using the popular skill and mind game Jenga to introduce young adults to the possibilities offered by Erasmus+. 3. Gamification in individual development and self-learning. The project outcome is the creation of an ebook containing selected scenarios we developed during the project.

Project partners (4)