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We Choose to Game-If-I

2021-2-PT02-KA152-YOU-0000385002021Mobility of young peoplefinalized
Countries: PT|GE|IT|UA|MA|CY · Grant: €26,145.08
New learning and teaching methods and approaches

Objectives

Once when we were struck by a marked lack of audience motivation and participation while offering "traditional" learning experiences to our target groups in Portugal, we offered gamified activities over the mainstream presentations, sessions and workshops with the help of our local volunteers. Following on from this, we conducted research to identify more dynamic ways to engage youth. We made an experiment - we organized the same activities with the same groups by applying different methods. Once it was based on “traditional” presentation, conference-type activity where organizers played main roles. The other was based on gamification and game-based learning where the audience was challenged to perform tasks, share experiences, and be proactive. We identified that the second method caused more interactivity, interest and engagement of youth.These methods were tried and tested by all partners with their target groups, and based on feedback, we honed the gamification elements and game-based learning methods that were most effective. Whilst offering gamified training and interactive activities, we were able to gauge the interest from our audience both instantly and after to ascertain how effective and engaging we were. Our success led us to further consider these methods as a viable way to grab participant’s attention. These methods have a generalized impact towards the personal life of youth. Gamification is a method for self-motivation. It can inspire youth to find new ways of learning (learning to learn), to set up a personal mission and perform it. Game elements can help one become more competitive, raise productivity, take new initiatives and even to break bad habits. It can be applied to any learning process - formal studies at the university, non-formal environment during youth projects, self-learning, at work. The key effect it has is that it brings joy and makes a process more interesting. Overall, the problems young people face in terms of their learning experience - lack of motivation, lack of joy, mainstream process, poor engagement, low concentration are meant to be solved by applying the above-mentioned methodologies. Gamification stands for the application of game mechanics in a non-game context to promote desired behavior and drive learning outcomes. It includes think points, badges, leader-boards, feedback schemes, competition. In the case of gamebased learning (GBL), we take a game and use it for learning. GBL is aimed at teaching a discrete skill or specific learning outcome, rather than being a complete pedagogical system. Here we have simulations, role-plays, forum theaters. Both concepts foster the creation of a non-formal environment and raise the level of engagement. The project objectives were the followings: -- To discuss the concepts of gamification and game-based learning; -- To identify the added value on participants of applying game-design elements to their daily lives, careers and learning processes; -- To understand the differences between gamification and game-based learning; -- To share gamified tools & tools that help to gamify learning experiences; -- To get to know best gamified practices and to experience their advantage over “traditional” learning experiences.

Project partners (6)