Back to search

Aprendizaje digital basado en el Juego. Jugar para enseñar.

2023-2-ES01-KA210-ADU-0001745662023Small-scale partnerships in adult educationfinalizedGood practice
Countries: ES|EL|BE|BG · Grant: €60,000
Digital skills and competencesInitial and continuous training for teachers, trainers and other education staffPedagogy and didactics

Objectives

The overall objective of this project was to equip adult educators with digital training tools using a gamification-based approach. In addition, the project set six specific objectives: 1. The first objective is to enhance the teaching process for educators working with adults by incorporating games to prevent monotony. 2. The aim is to enhance the learning experience for adults, particularly those from vulnerable groups, by making it fun, engaging, participatory, and dynamic. 3. To increase the digital literacy of participants in the teaching-learning process: educators, who could improve their use of ICT, and students, who could acquire digital skills using online games. 4. The project also aims to promote more inclusive education, facilitating learning for adults with limited opportunities. 5. The project aimed to develop tools that groups with low literacy levels could easily understand. 6. The project aimed to equip educators with new skills for the digital age, which they could apply even during their face-to-face classes. 7. Another objective of the project was to align our proposal with the European Skills Year.

Background

The partners in this project work with different groups of vulnerable adults; for example, AIFED and Avanzo work in prisons. We all work with women, in intergenerational activities, or with people with disabilities. But each of the selected partners has specialised experience working with a specific target group for the project. The main motivation was to collaboratively develop a methodology that would help us adapt ICT through gamification to these adult groups with their specific characteristics and to extend this methodology to other adult educators working with the project's target groups. In addition, many educators in our organisations or collaborators within them needed to improve their digital skills: which programmes are appropriate and how to adapt them to our target groups We also believed, and still believe, that gamification is a key ally in the education of vulnerable adults, where motivation is not as clear or is more ephemeral. We also wanted to reach other institutions that work on or research education, not just for adults but also for schools, youth, and higher education.

Project partners (4)