06.05.2021 | Admin
After the forced pause due to the COVID 19 Pandemic the project is back active. In order to be able to ensure the quality of the project activities, started last year, it was necessary to reorganize some of them in order to be able to transform the pandemic in an opportunity for growth.
For this reason an online platform has been created where partners can constantly exchange information about gamification and its use in the education field, thanks to this internal platform we’re currently working on the first activities, such as the training for educators and teachers held on April 21, 2021.
Thanks to the gamification expertise of the partner “Centro del Profesorado y de Recursos de Gijón-Oriente”, CPR de Gijón-Oriente, one of the four regional teacher training centers in Asturias, the entire partnership was able to follow a training that covered the basics of gamification and how it can be used in formal and non-formal learning.
We remind you that the G.A.M.E. project involves 8 European partners, 4 schools and 4 non-profit organizations, respectively 2 Partners for each European country involved: Czech Republic, Garrigue z.s. and Střední zdravotnická škola a Vyšší odborná škola zdravotnická, Plzeň; Italy, CEIPES and Liceo Statale G. Lombardo Radice; Spain, CPR Gijón and IES Ribera del Tajo; Turkey Paydas Egitim Kultur ve sanat Dernegi and Hasan Fatma Onal Anadolu Lisesi. The main aim of the project is, to support educators, youthworkers and teachers by improving their skills in different fields of learning and education by integrating the use of the gamification process in the educational experience. This will help them strengthen their professional development and make programs more attractive and interesting.
Given the temporary impossibility, of being able to realize these meetings in presence, the partners will follow a weekly path where step by step they will learn the process of gamification at 360° and experience it through concrete exercises so as to be prepared when it will be possible to realize those activities that will involve young people in a direct way.
For more information about the use of gamification in the learning sector and to learn more about the project and its activities you can always visit the project website and the Facebook and Twitter pages.