Through the implementation of the project, we wished to achieve the following: -to foster Gamification and Game-Based Learning in Digital Education; the participants were thoroughly informed about the methodology, the benefits and positive outcomes of this educational approach for the students as well as the teachers. -to introduce the participants to Design Thinking as an educational method that can be applied through Digital Education. During the activities they learnt how to use and integrate up-to-date digital tools and methods into their lesson, which upgraded the educational experience and enhanced educational quality; they understood how these tools can help their students develop Critical Thinking and Creative Expression, their ability to Collaborate and Communicate effectively in the future. -to promote Digital Storytelling as an educational approach which requires participants to use their imagination and creativity while studying. -to encourage lifelong learning for teachers and school faculty.
The widespread usage of the internet and other technical advancements have transformed internet users from digital literate to digital natives since they now use the internet to meet their everyday demands and obligations. Aside from daily life, the internet has invaded education, where it has become an indispensable tool for successful teaching and learning. The Internet has enormous potential to increase educational quality, one of the SDG 2030 Agenda's cornerstones. According to research, distance learning services are becoming increasingly popular. Consequently, there was a new need to investigate creative and novel means of boosting interactive education and engaging students in profound and varied learning or thinking. This educational need inspired the EDU+ project, which sought to provide professional and personal development to the participants, who exchange good practices and valuable knowledge regarding the use of digital tools and innovative educational methodology in the classroom, in the scope of improving their digital literacy and readiness. Thus, to address its needs, the project implemented trainings in the following methodologies: 1. Gamification and Game-Based Learning 2. Design Thinking 3. Digital Storytelling