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GAMIFICATION IN CLASS – challeges and rewards

2020-1-LT01-KA229-0779702020School Exchange PartnershipsfinalizedGood practice
Countries: LT|ES|RO|IT|TR · Grant: €119,031.52
Key Competences (incl. mathematics and literacy) - basic skillsNew innovative curricula/educational methods/development of training courses

Project summary

Today’s education is no longer about memorising, but about creating a context in which students make sense of what they are learning and enjoy the experience in such a way that they do not feel burdened by the amount of input. Unfortunately, however, we constantly struggle with the problem of demotivation and lack of interest in school that prevent our students from attaining better school results and we try to provide them with the drive to expand their learning, an attempt which is rarely successful. According to recent theories, using gamification in class is proved to provide a solution to these problems. Games, in any form, increase motivation through engagement. Gamification is about using gaming elements and apply them in non-game settings.

Final report summary

Today’s education is no longer about memorising, but about creating a context in which students make sense of what they are learning and enjoy the experience in such a way that they do not feel burdened by the amount of input. Unfortunately, however, we constantly struggle with the problem of demotivation and lack of interest in school that prevent our students from attaining better school results and we try to provide them with the drive to expand their learning, an attempt which is rarely successful. According to recent theories, using gamification in class is proved to provide a solution to these problems. Games, in any form, increase motivation through engagement. Gamification is about using gaming elements and apply them in non-game settings.

Project partners (5)