Project title: GAME-ED: Development of creativity skills by game based learning methods in adult education Duration of the project: 01/03/2021 - 28/02/2023 Applicant Organisation: Fontanus Center Ltd. [Hungary] Partner Organisations: Universitea „Vasile Alecsandri” din Bacau [Romania] Drustvo za razvijanje prostovoljnega dela Novo mesto [Slovenia] Univerza v Ljubljani [Slovenia] NetCoGame GamefulLiving Research Center Non-profit Ltd. [Hungary] The main objective of the project is to improve the quality of teaching-learning methods used to build and develop the skills of creativity at adult learners by introducing a game-based approach to learning based on originally elaborated studies, guidelines, methodologies and an educational game for adult educators, and overall to promote game based learning in adult education. The primary target group of the project is the adult educators and other personnel who support adult learners, and the secondary target group is the adult learners. The main objective of the project corresponds to specific objectives: 1. To improve the professional horizons of adult educators by collecting methods to develop the creativity skills for adults; 2. To expand the knowledge of adult educators by gathering best practices in game based learning methods; 3. To develop a methodology for the selection of game mechanics suitable for achieving creativity skills; 4. To create a board game developing creativity skills; 5. To identify board games appropriate for game mechanics selected; 6. To prepare a comparison between game based learning approach and traditional learning approach in adults' skill development. The above-described specific goals are pursued in the cooperation of different types of organisations from different sectors involved in the project, and thus includes aspects of higher education institutions, a non-governmental organisation, a nonprofit research center and a company from the business sector. The total number of project participants is 25, which includes adult educators, academic teachers, researchers, game experts and developers. The project involves the participation of persons not financed as part of the project. Several associated partners (NGOs, public bodies, universities, primary educational institutions, foundations, private companies) are involved, but not formally participating in the project. The main activities of the project include: 1. Development of six intellectual outputs: 3 studies, 1 methodology, 1 guideline, 1 educational game. 2. Dissemination of the results and good practices developed as part of the project. 3. 5 multiplier events (workshops) for the dissemination of the developed intellectual outputs. Other results of the project: During the project and at the end of the project, it is assumed that apart from the 6 intellectual outputs, the following results will be achieved: Hard results: 1 Internet website, 1 Facebook page, a series of newsletters, 5 multiplier events, several presentations and talks on conferences/events/seminars/workshops related to games, education or competence development. Soft results: - Methodological renewal, expanded knowledge and professional horizons at participants, target groups and stakeholders; - Increased quality and variety of didactic methods (game based learning methods) and tools (board games) for adult educators; - Increased level of creativity skills among adult learners using the methods and game of the project; - Increased motivation and engagement of adult educators for the use of game based teaching methods in the didactic process of adult education; - Frequent contact with the target groups and other stakeholders; - Strengthening the cooperation among the partners; - Experience in carrying out an EU project; - Exchange of good practices on the carrying out of an EU project; The expected impacts of the project: In the view of the planned activities and expected results, the influence of the project will be visible on the following levels: local, regional, national, European, international. The direct impact of the project will translate into the quality of the game based learning solutions and outputs developed, i.a. preparation of studies on the topic, development of game based methodology and an educational board game, and identification of appropriate games suitable to develop creativity will have an advantageous effect on the main target groups of the project, i.e. adult educators and adult learners. The indirect impact of the project will be experienced by all organizations (associated partners, wider audiences such as companies, associations, etc.) reached as a result of dissemination activities. The long-term benefits will allow increasing the quality of adult education in the partners’ countries.
Professionally the main objective of the project was to improve the quality of teaching-learning methods used to build and develop the skills of creativity at adult learners by introducing a game-based approach to learning based on originally elaborated studies, guidelines, methodologies and an educational game for adult educators, and overall to promote game based learning in adult education. The primary target group of the project was the adult educators and other personnel who support adult learners, and the secondary target group is the adult learners. As an overall success, we may say that we managed to achieve not only measurable scientific results, but also very fruitful partnerships which go beyond our expectations.
During several researches related to adult education, we realized that the pace of the 21st century causes new challenges not only for the individuals both in their private and professional life, but for education, as well. In order to keep up and be able to fulfill the changing needs, education has to offer new and innovative ways of learning. Game is a natural and an instinctive form of learning that can be found not only at human beings but also at animals, game based learning (GBL) as a self-development activity can be observed as early as childhood. Later, the game is still one of the most effective ways to develop individual competencies, playing is the easiest and fastest way to learn. GBL is becoming more and more popular in the 21st century, but its role in adult education is still low. The main objective of the project was therefore to improve the quality of teaching-learning methods used to build and develop the skills of creativity at adult learners by introducing a game-based approach to learning based on originally elaborated studies, guidelines and methodologies, and an educational game for adult educators, and overall to promote game based learning for adults.