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GATE: On the Way to Gamify Your Teaching

2020-1-BE02-KA201-0746812020Strategic Partnerships for school educationfinalized
Countries: BE|TR|ES · Grant: €210,727
Key Competences (incl. mathematics and literacy) - basic skillsICT - new technologies - digital competencesNew innovative curricula/educational methods/development of training courses

Project summary

The knowledge, skills and attitudes of European teachers are of great importance. Within the ‘ET2020’ Strategic Framework for European Cooperation in Education and Training the New Skills Agenda for Europe (EC, 2016) and the Council Recommendation on Key Competences (EC, 2018), teachers’ quality and professionalism have a direct effect on how good learners do at school.They play a key role in achieving high quality education for all learners.Target 4.c of the Sustainable Development Goals highlights the need to increase the supply of qualified teachers, including through international cooperation for teacher training in developing countries. In today’s digital generation, gamification has become a popular tactic to encourage specific behaviours, and to increase students’ motivation and engagement to get the knowledge and skills. Though commonly found in marketing strategies in business among companies, it is now being implemented in many educational programs as well, helping educators to find the balance between achieving their objectives and students’ educational needs. According to Kapp gamification is “using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems.” (Kapp, 2012).Badges, leaderboards, progress graphs, points are some examples of these game elements.It has been proven by the research that gamification has increased enjoyment, engagement, motivation, participation and learning.(Cheong, Cheong, & Flippou, 2013; Su & Cheng, 2015; Tsay, Luo, 2018; Subhash & Cudney, 2018). At the same time gamification is an international tool which can be used in different educational systems, adapted according to the teachers’ individual needs and widely spread to the teachers’ practice. There are different ways of teaching and different ways of using gamification in every country, so that is why it is very useful to create a partnership on an international level and to share the best practice and ideas connected with implementation of gamification in the learning environment. GATE aims to support teachers in all subjects (from elementary to higher education) with a set of innovative gamification tools and practices to improve the effectiveness of their teaching by increasing the motivation of students to learn and to develop their attitudes towards the learning process by providing them: 1)A web based Gamification ToolKit (GTK) 2)An Open Online Course On Gamification(OOC) 4 partners from Belgium,Turkey and Spain in a cross sectoral way aim to : Increase the capacity of teachers on the educational use of gamification Improve the supply of high quality learning opportunities in gamification tailored to the needs of teachers Raise motivation and engagement of students in the learning process The dissemination plan will help to reach as many target groups and stakeholders as possible.Each partner offers a unique amount of knowledge and experience representing the sectors addressed in the project. The project is expected to have a significant impact on teachers and students in all levels as well as their organisations across Europe, largely related to the cross curricular activities as a means of providing a new and innovative approach to promote sustainability and developing related skills in schools,comprising digital tools and curriculum linked learning resources on gamification.It is anticipated that the resources developed during the project will complement and expand existing training initiatives at various educational levels across. During the lifetime of the project, 200 teachers, school leaders and educators, 100 students and parents (in pilots) and 475 stakeholders will be involved. A wider audience, of a minimum of 500 recipients, will be reached at local, regional, national and European level through the planned dissemination activities including 300 teachers and educators in 3 multiplier events in 3 different countries. The long-term impact envisaged is a better integration of students in all ages in the schools and a higher collaboration between schools, families and other external stakeholders, strengthening the school system in Europe.

Objectives

Through the implementation of the GATE project, our primary objective is to revolutionize the educational landscape by harnessing the power of gamification. We aspire to empower teachers with a cutting-edge platform that enables them to seamlessly integrate gamified elements into their teaching methodologies, creating an environment where learning becomes a captivating experience. By incorporating game mechanics, we aim to foster enthusiasm, curiosity, and active involvement in educational activities. Our aim is to cater to diverse learning styles and individual needs. The utilization of gamification can transform complex concepts into interactive challenges, making learning more approachable and enjoyable. Through this, we intend to improve students' ability to grasp and apply knowledge, ultimately enhancing overall learning outcomes. In essence, the GATE project represents our commitment to creating an innovative educational ecosystem where students are excited to learn, teachers are empowered to innovate, and both are equipped with the tools to excel in an evolving world.

Background

We were driven by our commitment to revolutionize education through innovative gamification. Our focus is on empowering teachers with an accessible gamification platform, which fulfils their needs and provides a comprehensive learning path for upskilling in gamification. Our motivations stem from: - Engagement Enhancement: traditional methods often struggle to engage students effectively. GATE's platform allows teachers to craft curriculum-aligned games, transforming classrooms into interactive learning hubs. - Customized learning: GATE facilitates personalized experiences, enabling teachers to tailor scenarios to individual needs, promoting inclusivity and comprehension. - Active participation: through game mechanics like quests and rewards, GATE fosters active learning, boosting student interaction and knowledge retention. Our achievement: A free, accessible gamification platform that caters to teachers' needs, amping up engagement and enriching education across Europe. Furthermore, we've integrated a dedicated learning path within the platform, offering teachers the chance to upskill and learn about gamification, enhancing their teaching methods.

Project partners (4)