Tell me and I'll forget. Show me and I may remember.
Involve me and I learn.

CHINESE PROVERB

CONTEXT AND NEEDS

I. The sudden shift in digital learning due to the COVID-19 pandemic, had a significant impact on teaching. Teachers were clearly not prepared for this rapid change to digital.

Addressing digital transformation through development of digital readiness, resilience and capacity to foster digital learning practices through gamification, promoting the good use of digital technologies in secondary school education for engagement and teaching.

II. Tackling learning disadvantage , early school leaving and low proficiency in basic skills with a focus on inclusion and engagement of learners with fewer opportunities such as learning difficulties.

III. Development of key digital competences. Gamification is a practice that has been identified by various studies and European documents and initiatives to enhance learning and help learners develop essential competences such as problem-solving, critical thinking, creativity, expression as well as cognitive and interpersonal skills and the ability to adopt new competences.

RESOURCES

R1: Compendium of methods for gamification in digital learning

R2: Technical Toolbox

R3: eLearning module

R4: Pedagogical sequences

R5: Explanatory tools sheets

PROJECT PARTNERS