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Παιχνιδοποίηση στην εκπαίδευση

2021-1-EL01-KA122-SCH-0000307482021Short-term projects for mobility of learners and staff in school education finalized
Countries: EL · Grant: €5,493
Preventing early school leaving and failure in educationNew learning and teaching methods and approachesDigital content, technologies and practices

Objectives

We set the following as our main goals: 1. The quality upgrade of teaching and its interconnection with socio-cultural situations and technological development. 2. Enriching the digital, language, communication, organizational and management skills of teachers. 3. The enrichment of educational activities with game techniques to attract the interest of students especially those who face learning and/or other difficulties and experience school failure and/or are withdrawn from their classroom community. 4. The awareness of all members of the school community about the dynamics of education, in the acquisition of 21st century skills by future active citizens. 5. The cultivation of critical thinking and interculturality. 6. Understanding and spreading the values of the common European identity through active participation in Erasmus programs.

Background

7th Primary School of Keratsini is located in a densely populated urban area of the wider Piraeus. They are students aged 6-12. Among them are people with multicultural backgrounds and financial difficulties. In addition, 15% of the student population has diagnosed problems (ASD, ADHD, learning difficulties). In this school context - combined with the socio-economic - political circumstances - teachers are called upon to attract the interest and ensure the active participation of students. There is a constant search for renewed methods aimed at motivating students. Gamification - that is, the integration of game mechanics into teaching - is an innovative educational technique because game mechanics are familiar, recognizable and appeal to everyone regadless the age. Digital aesthetics in particular has a catalytic effect and increases everyone's interest. Let's not forget the familiarity gained with digital platforms during the tele-education period. In conclusion, the use of gamification promises us interactivity and achievement of learning outcomes by removing school failure and student dropout.

Project partners (1)