game edu logo copy

Gamification Methods for Educational Management

2018-2-RO01-KA205-049913
gamification banner website

Project Objectives

The general aim of the project is to develop gamification non-formal education methodologies and instruments for young people aged 18-23.

The project objectives which are planned to be achieved in a 2 year duration are focused on three pillars.

Freedom icon

New Instruments

Creation of 5 new instruments and methodologies using gamification to be tested by 25 youth workers in their activities with 100 young people over the course of a two-year period

You own it icon

Improving Skills

Improving professional skills of 25 youth workers by the participation in the creation of gamification educational methodologies and by testing them with 100 young people throughout the project period.

Flexibility icon

Transversal Education

Testing transversal educational impact of the methodologies developed in the project in 5 formal education contexts (university modules in Romania and Greece and schools in Poland, Latvia and Bulgaria).

Choise of Priorities

Needs Analysis

The priority chosen by the consortium for GameEdu is promoting quality youth work.

The needs analysis and the evaluations made by the consortium members before conceiving the project have revealed the fact that young people need modern and innovative methods in order to keep their interest and dedication to the learning process and to experience a responsible learning to learn experience.

What is

Gamification

Gamification is the use of game design and mechanics to enhance non-game contexts by increasing participation, engagement, loyalty and competition. These methods can include points, leaderboards, direct competitions and stickers or badges, and can be found in industries as varied as personal healthcare, retail—and, of course, education.

What we are bringing new to the table

Innovation

The approach we will take in this project is innovative in terms of the criteria we will take into account in developing intellectual outputs, but also innovative in terms of the intellectual outputs (brand new board games and applications) and we will focus on the following aspects:

1. Scaffolding
Learners need different levels of support depending on their competence.
The educational concept of scaffolding is the application of tailored support to move the learner from their current level of learning to the next.

2. Self-Determination Theory
Learners are motivated by psychological needs of competence, autonomy, and social relatedness through both external and internal factors.
Components of the motivational theory of self-determination explain how gamification elements keep learners engaged.

3. Distributed Content Delivery
Learners have better recall if learning content and tests are spaced out over time.
A distributed approach to learning is where the learning content is spaced out over time and the learner is quizzed immediately after the content has been delivered. This reduces learner fatigue and leads to better recall.

The results acquired in the project can be divided in several categories

Project Results

Intellectual Outputs

Deliverables such as methodologies, studies and educational instruments based on gamification strategies.

Project Management

Project managers will learn how to manageme international projects, manageme large scale projects, budgetary management, time management and of course quality management. 

Capacity Building

The 5 organizations in the consortium will develop their capacity to implement European projects and to manage large scale activities and activities that unfold over the period of several years.

phone 2
Impact & Dissemination

We aim at developing methodologies and instruments that can be easily transferred to other educational contexts that address more or less the same target group, the consortium providing solutions for this.

Training Courses

Educational outputs: Two Training Courses (one for Youth Workers and one for young people - testing the Intellectual Outputs).

Communication

Experts in communication and dissemination will elaborate a communication and dissemination strategy, understanding and communicating efficiently.

International Consortium of 5 Partner Organizations

PARTNERS

csdt

CSYD is an organization that is actively involved in project development and implementation in the local, national and international non-formal education sphere, that directly aims at personal and professional youth development.

CSDT has the main goal of developing and implementing youth strategies under the form of projects that target youth personal and professional development through their active involvement in the educational process.

Center of Strategies for Youth Development

Romania
teza3

TEZA is a company oriented to the latest technologies and means for lifelong learning, especially in the youth field. TEZA is constantly expanding the palette of services offered in the field of education, professional development and management of the organizational talent.

TEZA’s activity is focused in the field of traditional and electronic educational services and technologies. TEZA Ltd. implements eLearning systems and systems for management of the entire learning process.

TEZA

Bulgaria
ied3

The Institute of Entrepreneurship Development (iED) is a Greek organisation committed to the promotion of innovation and the enhancing of the entrepreneurial spirit. By recognizing entrepreneurship as a crucial factor for the development and cohesion of societies, iED conducts research and they are in position to provide innovative solutions that facilitate the growth of healthy entrepreneurship and promote employment.

In order to achieve their goal, they adopt an anthropocentric approach and cooperate with social, academic and business partners from Greece and abroad. 

Institute of Entrepreneurship Development

Greece
SIC_logo

Social Innovation Centre aims at strengthening and disseminating knowledge, promoting international and national experience exchange and establishing networks for social innovation thus enhancing sustainable development of society.

SIC is dedicated to solve social challenges, raise social innovation knowledge and social welfare in Latvia as well as facilitate and promote the best practices, knowledge and gained experience at the international level.

Social Innovation Centre

Latvia
poland logo icon cerc

Regional Volunteer Center was established in 1997 as a program of the Foundation in Support of Local Democracy.

From 2005, RVC has been an independent association.

The main aim of our organization is to help the people to understand the idea of volunteering, educate youth about alternative ways of spending spare time and helping the others.

Regionalne Centrum Wolontariatu

Poland

Jump on board?

If you have any questions, if you want to contribute to our project, if you have any partnership proposals or if you simply want tot tell us something, feel free to contact us at any time and we will reply to you as soon as possible.