Through the development of a digital learning game in augmented reality, the project intended to enhance the digital skills of trainers, teachers, tutors (especially those engaged in life-long learning), increase self-efficacy and the ability to create digital learning environments and educational products suitable to face the new training needs - also due to the pandemic emergency. More specifically, the project objectives were the followings: -enhancing and qualifying the digcomp of professionals, with particular reference to Areas 2-3-5-6, as well as transversal skills (creativity and problem solving); -strengthening the transversal skills that enable teachers, tutors and educators to conceive innovation and respond to the changing needs of the educational contexts; -improving the educational offer by integrating digital tools and interactive methodologies; -creating innovative digital training prototypes.
GAD stemmed from the will to meet one of the most urgent European needs:qualifying the digital skills of trainers, teachers and educators and of educational and professional institutions.Technology has a deep impact on our lives and, in particular after the Covid19 outbreak,we could see the impact that it has on education as well.Also students' approaches to learning have been affected by technology, considering that it has broadened the educational possibilities by providing engaging methodologies/learning tools. To improve knowledge absorption and retention at all levels of education, it’s crucial to increase student engagement and intrinsic motivation.This is possible by using interactive supports that provide an immersive learning experience and that put the student at the centre of the learning process. To achieve that, the first step is providing educators with the competences to face the new training challenges. In order to be able to enhance their capacity for innovation and to exploit the full potential of digital technologies and content, they need to improve their digital and transversal skills. The project was intended to fill this gap and help professionals become confident with the use of technology in education.