Through the current project, the consortium partnership aimed to achieve the following objectives: - To meliorate the digital skills and competences of VET educators in the field of distance learning - To create an innovative gamified asynchronous eLearning experience - To combine the assets of gamification and distance-learning - To boost the interest and curiosity of VET learners and keep them captured in the process of teaching, thus, reducing the phenomena of drop- outs due to the boredom non-interactive distance-learning creates - to empower interaction and teamwork with classmates under distance learning circumstances - To raise awareness about the significance of facilitating the distance learning methodology through interactive approaches like digital gamification
The current partnership tried shed light on the COVID’s lockdown implications on the VET education and found some significant gaps that led them to apply for the project. The fast-moving transition to the distance learning education caught the VET educators unprepared as many of them have not built the capacity to provide interactive lessons online so far. For that reason, the current project sought to deepen its knowledge about the needs of VET educators, through a second-stage bottom-up analysis and addressed those needs by compiling, developing and disseminating interactive digital educational experiences and tools.