GAMIFY is a Knowledge Alliance that brings together academia and industry to advance gamification for innovation and entrepreneurship (InnEn). Gamification and games are powerful means to stimulate innovation and create entrepreneurial and collaborative cultures among students, employees, managers and customers.Industry and academia use gamification to facilitate collaboration and teaching, but documentation of existing formats is poor. Resources such as collections of cases, quality criteria and patterns to guide design and use are missing. To tackle this gap, GAMIFY will synthesize and advance existing knowledge and organisational capabilities in games and gamification to support InnEn on a cross-sector basis.GAMIFY focuses on three strategic areas: 1) product & services, 2) strategy & business models, 3) work processes & life-long learning. The project combines the efforts of business and HEI educators to create new learner-centred teaching methods, open up new learning opportunities and develop the practical application of entrepreneurial skills using games. This will be framed as an innovative teaching module to be embedded in the existing curricula of HEI and corporate training programs.GAMIFY builds on the on-going work and strong partnership of the ERASMUS+ Project TACIT and the ISPIM Teaching & Coaching Innovation Group. The partnership combines the knowledge of four HEIs (HHL, HMKW, Complutense University of Madrid, Design School Kolding), the expertise of six industry partners (Deutsche Telekom, Danske Bank, 3M, LEGO, Lufthansa Systems, AachenMünchener Versicherung), the dissemination capacity of ISPIM and the quality assurance competence of ASIIN accreditation agency.Project outputs will be free and extensively disseminated to HEIs, intermediaries and enterprises to use and adapt, stimulating the collaborative uptake of quality games and gamified formats that promote innovation and entrepreneurship during and beyond the lifetime of the project.
Within these objectives the project combines the efforts and knowledge of academia as well as industry in order to advance gamification for innovation and entrepreneurship (InnEn). Against this background the GAMIFY project builds on a community focused on InnEn – a theme of central interest across the EU as a source of employment and growth.
GAMIFY enhanced capabilities through experience-based development of 21st century skills such as managing non-routine interpersonal tasks. Gamification allows to provide non-formal education and activation and to engage diverse stakeholders and appropriate participation in the future development of products, services, business models, work processes and new firms.
<< Background >> GAMIFY enhanced capabilities through experience-based development of 21st century skills such as managing non-routine interpersonal tasks. Gamification allows to provide non-formal education and activation and to engage diverse stakeholders and appropriate participation in the future development of products, services, business models, work processes and new firms. << Objectives >> Within these objectives the project combines the efforts and knowledge of academia as well as industry in order to advance gamification for innovation and entrepreneurship (InnEn). Against this background the GAMIFY project builds on a community focused on InnEn – a theme of central interest across the EU as a source of employment and growth. << Implementation >> The implementation on the GAMIFY objectives took place in line with the original proposal. Due to Covid some small changes needed to be done accordingly (e.g. online meetings instead of onsite meetings). Besides, 4 amendments were tabled and officially confirmed. << Results >> The project reached all milestones: the publications (7 conference papers/ 2 journal papers) , several patterns for the design of gamification formats, several reports as well as internal and external meetings, quality criteria for games format and repository of gamified formats/techniques for InEn through the development of 6 games & implementation of pilot, test and validation workshops, pedagogical materials, 9 webinars, 3 curricula and guidelines and book of games.