Back to search

GameWork: A gamified environment for organising and doing homework

2021-1-EL01-KA220-SCH-0000343992021Cooperation partnerships in school educationfinalized
Countries: EL|LT|PT · Grant: €223,392
Preventing early school leaving and failure in educationNew learning and teaching methods and approaches

Objectives

Our primary aim was to establish an open learning environment that engages students through gamification elements, promotes innovative pedagogies, facilitates digital technology use, and addresses learning disadvantages. Following the project's conclusion, stakeholders confirmed the achievement of this goal. We developed an open platform attracting over 450 students and 50 teachers and content creators, facilitating gamified activities, tracking student progress, and enabling the creation of educational materials. Moreover, the platform serves as an alternative teaching medium, enhancing student grades and enabling teachers to address learning disadvantages effectively. In alignment with these objectives, the GameWork project focuses on developing a gamified environment for organizing homework, aiming to motivate students to overcome reluctance by providing organized activities, engaging features such as rewards and rankings, and robust progress monitoring for both students and teachers. Through this comprehensive approach, the project seeks to enhance student engagement, improve homework completion rates, and foster a supportive learning environment.

Background

We applied for the GameWork project to address the pressing issue of student reluctance towards homework completion, which poses challenges for both teachers and parents, not only exacerbated by the pandemic but existing long before it. Despite the recognized benefits of homework in enhancing learning outcomes, students often find it discomforting. Our objective was to develop an online gamified environment that seamlessly integrates educational material into engaging games, overcoming the hurdle of transitioning learning content to digital platforms. By doing so, we aimed to foster student engagement with homework, thereby improving learning outcomes. Additionally, our project sought to promote innovative pedagogies, support the use of digital technologies in education, and address issues such as learning disadvantage, early school leaving, and low proficiency in basic skills by providing teachers with insights into individual student progress and needs.

Project partners (5)