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SChOOL GAMES - Digital Game-based Approach to Education

2020-1-SK01-KA226-SCH-0943862020Partnerships for Digital Education Readinessfinalized
Countries: SK|RO|IT · Grant: €162,356
New innovative curricula/educational methods/development of training coursesOpen and distance learningICT - new technologies - digital competences

Project summary

Coronavirus pandemic has caught our formal education sectors by surprise. It has thrown both our teachers as well as students to the reality of online distance learning. The digital online tools used for distance learning were oftentimes disengaging and not user friendly to students nor teachers. Skills as competences of teachers to use these tools, were also low in many cases. In this context, sChOOL GAMES project will tackle some of these key challenges that our education system faces and which were highlighted by the COVID19 pandemic through achieving these objectives: O1: To develop quality and free educational software - 3 digital educational games O2: To develop understanding how best to incorporate digital games into subject-specific teaching O3: To train and build the capacity of educators to provide high quality, inclusive education through digital games. These objectives lead to fulfilment of the overall goal of our project, which is to equip educators, notably high school teachers, with innovative digital tools (digital educational games) and build their capacity to deliver high quality inclusive digital education. The main benefactors of reaching this goal will besides teachers be the students themselves, who will have an opportunity to progress their knowledge, skills and competences through these games in three high school subjects: History, Geography and Biology. We will design these games in a way, which will conform to the curricular needs of the teachers in high schools. We will achieve this through numerous consultations with the teachers, and also public institutions dealing with curricular plans as well as pedagogical methodologies. Mobile games together with pedagogical methodologies developed in this project will be used in two ways: • as a teaching tool (technology helping the teachers to teach; Teaching with mobile gaming technology), and • as a learning tool (technology helping the learners to learn; Learning with mobile gaming technology). TARGET GROUPS: 1. The primary target group are educators, notably high school teachers, who will be equipped with hands-on tools and methodologies and trained to apply them in their work 2. The secondary target group, which will benefit from tools developed by the project: - school students, - students’ parents

Objectives

sChOOL GAMES project tackled these key challenges that our education system faces and which were highlighted by the COVID19 pandemic through achieving these objectives: O1: To develop quality and free educational software - 3 digital educational games O2: To develop understanding how best to incorporate digital games into subject-specific teaching O3: To disseminate the intellectual outputs of the project among the target groups and wider stakeholder groups. The main benefactors of reaching this goal besides teachers are the students themselves, who have an opportunity to progress their knowledge, skills and competences through these games in three high school subjects: History, Geography and Biology. Mobile games together with pedagogical methodologies developed in this project could be used in two ways: • as a teaching tool (technology helping the teachers to teach; Teaching with mobile gaming technology), and • as a learning tool (technology helping the learners to learn; Learning with mobile gaming technology).

Background

The learning experience could thus be, in a nutshell, labelled as problematic and lacking quality and flexibility in many instances. This arose mostly due to the multifaceted unpreparedness of our education systems (schools, teachers, students, parents) to switch the education process to the online world. Our project tackled some of these key challenges that our education systems face and which were highlighted by the COVID19 pandemic through achieving these objectives: O1: Development of quality and free digital educational tools - 3 digital educational games O2: Development of understanding how best to incorporate digital games into subject-specific teaching O3: Building the capacity of educators, notably high school teachers to provide high quality, inclusive digital education through digital games. The whole education system was not prepared for this quick switch into online and there was lack of resources, capacities and knowledge. These needs led us to fulfilment of the overall goal of our project, which was equip educators, notably high school teachers, with innovative digital tools (digital educational games) and build their capacity to deliver high quality inclusive digital education.

Project partners (6)