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Using Gamification to Teach English to Students with Disabilities

2022-1-LV01-KA220-SCH-0000875852022Cooperation partnerships in school educationfinalized
Countries: LV|TR|NL|MK|EL|CY · Grant: €250,000
DisabilitiesDigital skills and competencesNew learning and teaching methods and approaches

Objectives

By implementing this project, we wanted to improve learning outcomes for students with disabilities by providing accessible, gamified digital tools for English learning, while also promoting social inclusion and ensuring that no learner is excluded from classroom life. At the same time, the project seeks to support digital transformation in education by developing innovative mobile applications, gamification platforms, and Open Educational Resources that can be applied in formal and non-formal contexts. Another key goal is to strengthen the professional profiles of both pre-service and in-service teachers by equipping them with practical tools and methods for inclusive teaching, enabling them to build competences in motivation, communication, teamwork, and adaptability. Ultimately, the project aims to ensure equal access to quality education for disadvantaged learners and to inspire systemic change in EFL education by showing how innovation, technology, and inclusion can be successfully combined.

Background

We applied for this project because there is a clear and urgent need to improve access to quality English language education for students with disabilities. English as a Foreign Language (EFL) is essential for academic success, employability, and social participation, yet learners with disabilities often face significant barriers due to a lack of adapted teaching methods and inclusive digital tools. While gamification and mobile applications have been proven to enhance engagement in mainstream classrooms, such innovations are rarely designed with accessibility in mind. At the same time, teachers face challenges in addressing the diverse needs of mixed-ability groups. Many EFL teachers lack resources and training to adapt their methods to inclusive classrooms. There is a strong demand for tools that enable them to personalize learning, motivate students, and integrate interactive approaches while also strengthening their own professional competences. The project addresses these needs by creating an accessible gamification platform, mobile app and OER that will support both students and teachers. Learners will benefit from engaging, motivating, and inclusive digital learning opportunities, while teachers will gain innovative method.

Project partners (6)