We wanted that students, colleagues and officials understand the benefits of game-based learning and gamification. And in the next step the willingness to try to implement elements of digital and/or analog game-based learning in their school systems. The outcome would be that the students and colleagues are creating and improving a positive school and learning enviroments that increases the learning outcome. Other objectives would be that all participants would be aware of a successful use of digital games as a learning resource, knowing different forms/tools and examples of digital games that you can use as a learning resource in the classroom and their expected learning benefits. Also the understanding of the differences between different digital game genres and their learning benefits are quite important especially as a teacher. The requirements for the successful use of digital games for learning would have been also a vital part in implementing the methods in the classroom setting. And after the successfull use of the new techniques we want to know options how to assess if a digital/real time game is suitable for the classroom or not. All those crucial points in the project are only known if tested and evaulated afterwards.
The Motto of the Project is “Do not keep children to their studies by compulsion but by play.” - Plato. This is why we were eager to construct and apply this project. We recognized the critical importance of creating an engaging and positive learning environment for students. Our decision to pursue this project stems from several key needs we have identified within the educational landscape. For example engagement (new, exciting, modern, digital, interactive, joyful, ... learning instruments and educational methods are to fully engage students in the activities), motivation (many students lack intrinsic motivation in school studies and so in effort and ethusiasm. Gamified and game-based methods intend to tap into students natural desire to play and compete as a greater motivation and drive on their learning journey), learning outcome (with playful tools we intend to increase the effectivness of tradional educational programs. The happy atmosphere plays a vital part in this effort because through gamified courses and learning experiences we anticipate a better overall students success due to a willingly engagement with the subjects) and emotional well-being (a positive school enviroment is essential for successful learning).