The sudden and vastly shift in digital learning due to the COVID-19 pandemic, had a significant impact on teaching and learning methods and consequences in delivering a high-quality education and innovative learning approaches. Evidence shows that there is a crucial need to rethink the pedagogy in this digital era, integrating innovating approaches best suited for online learning, and support teachers in using tools to keep their learners engaged and competent.
Gamification has great potential to facilitate this demand and therefore, it should be applied and enhanced. However, this is still quite unexplored and not integrated in digital learning settings. Furthermore, there is a great number of available resources and tools to enhance digital gamification for education purposes, however, teachers are often not aware of where or how to reach these.
The goal of the project is to foster secondary school teachers and educators’ competences in gamification for an engaging, inclusive and high-quality digital teaching and learning experience.
By developing a methodology and giving practical examples and guidelines to support teachers in the use of gamified online practices, the project’s objective is to enable all students to participate, improve their skills and enjoy the learning process.
The main expected outcomes from the project on its completion will be the support of secondary school teachers and students through the acquisition and mastery of new innovative tools and pedagogical methods for implement gamification practices in digital learning.
Partners intend to reach this objective by developing a set of resources and tools that will support and guide teachers to reproduce gamified material in order to engage all their students and diverse classroom needs. To do so, the project will produce results translated into the 6 languages of the partners (EN, GR, RO, FR, IT and PL).