Game – Based Learning and Digital Innovation in Education

Description

This comprehensive Erasmus+ training course is designed to equip educators and trainers with cutting-edge skills in game-based learning and digital innovation. Participants will explore a wide range of innovative educational practices, focusing on how to leverage technology and gamification to enhance student engagement, critical thinking, and learning outcomes.

Target Group

Teachers, Trainers, Educators, School staff, etc.

Objectives

  • Equip educators with the skills to incorporate game-based learning techniques into their teaching practices, enhancing student engagement and learning outcomes through interactive and playful methods.

  • Train participants to utilize various digital tools and technologies, to create immersive and innovative learning experiences that cater to the needs of modern students.

  • Enable educators to design, develop, and implement engaging game-based activities and educational games that motivate students, foster critical thinking, and enhance overall educational performance.

  • Encourage the development of both analytical and imaginative thinking skills in students through the application of gamified activities and playful techniques, preparing them for problem-solving and creative challenges in their educational journey and beyond.

Modules

Module 01 – Exploring Gamification and Ludic Learning Approaches in European Education Systems

  • Overview of Gamification: Definition, Benefits, and Examples in Education.

  • Case Studies: Successful Implementation of Ludic Learning in European Schools.
  • Analyzing Cultural Differences in Gamification Across European Educational Frameworks.

Module 02 – Implementing Playful Techniques to Boost Educational Outcomes

  • Designing Play-Based Classroom Activities for Different Subjects.

  • Gamifying Assessments: Strategies for Engaging Evaluations.

  • Integrating Role-Playing Games to Enhance Collaboration and Learning.

Module 03 – Fostering Analytical and Imaginative Thinking via Gamified Activities

  • Critical Thinking Games: Developing Analytical Skills Through Challenges.

  • Creativity Boosters: Using Gamified Scenarios to Spark Imagination.

  • Combining Logical and Creative Tasks in Game Design for Holistic Thinking.

Module 04 – Sourcing and Curating Educational Materials for Classroom Use

  • Identifying High-Quality Educational Games and Resources Online.

  • Customizing Game Materials to Fit Specific Learning Objectives.

  • Evaluating the Impact of Curated Resources on Student Engagement.

Module 05 – Harnessing Portable Technology to Enhance the Learning Experience

  • Using Mobile Apps for Interactive Learning.

  • Creating Technology-Enhanced Collaborative Projects.

  • Managing Technology Usage to Ensure Inclusive Access in Classrooms.

Module 06 – Introducing Programming Concepts Through Interactive Digital Entertainment

  • Game Development Basics: Introducing Students to Programming Through Games.

  • Interactive Platforms for Teaching Coding (e.g., Scratch, Code.org).

  • Creating Simple Educational Games to Demonstrate Programming Concepts.

Module 07 – Integrating Quick Response (QR) Technology in Educational Settings

  • Designing QR Code-Based Treasure Hunts for Subject Learning.

  • Creating and Sharing QR-Enhanced Educational Content.

  • Assessing Student Engagement and Learning Outcomes Using QR Activities.

Module 08 – Leveraging Web-Based Virtual Environments for Experiential Learning

  • Exploring Virtual Field Trips and Simulations.

  • Collaborative Learning in Virtual Worlds (e.g., Minecraft Education Edition).

  • Designing Lessons Using Web-Based Platforms for Immersive Learning.

Module 09 – Combining Physical Activity and Digital Tools for Engaging Outdoor Education

  • Geocaching as a Learning Activity Using GPS and Apps.

  • Designing Outdoor Activities Incorporating AR and Mobile Technology.
  • Evaluating the Impact of Outdoor Digital Tools on Student Learning and Engagement.

Module 10 – Crafting Narratives Using Digital Mediums for Educational Purposes

  • Storyboarding Techniques for Digital Narratives.

  • Using Multimedia Tools to Create Engaging Stories.

  • Assessing the Effectiveness of Digital Narratives in Achieving Learning Objectives.

Module 11 – Introducing Augmented Reality in learning

  • Basics of AR Technology and Tools for Educators.

  • Designing AR-Based Interactive Lessons for Specific Subjects.

  • Assessing the Impact of AR on Student Comprehension and Engagement.

Module 12 – Using Virtual Reality in teaching activities

  • Introduction to VR Hardware and Software for Education.

  • Designing Immersive VR Experiences for Subject-Specific Topics.

  • Measuring the Effectiveness of VR in Enhancing Learning Outcomes.

Module 13 – Using Escape Rooms for trainings

  • Designing Thematic Escape Room Challenges Aligned with Learning Goals.

  • Facilitating Collaborative Problem-Solving in Escape Room Activities.

  • Evaluating Learning Outcomes from Gamified Escape Room Sessions.

Module 14– Developing Individual Assignments, Showcasing Work, and Assessing Progress

  • Designing Personalized Assignments Incorporating Gamification.

  • Using Digital Portfolios for Showcasing Student Work.

  • Developing Rubrics and Tools for Gamified Assessment.

Methodology

The course is structured into distinct units, each exploring various facets of Game-Based Learning (GBL) in educational settings. The curriculum is designed to build upon participants’ current expertise and background, offering an enriching learning atmosphere that balances conceptual understanding with real-world application. In an international, collaborative setting, educators will have the opportunity to observe and practice the competencies essential for GBL implementation. This hands-on approach ensures that participants can actively engage with the material, fostering a dynamic and interactive learning experience.

Learning outcomes

At the end of the training course, the participants will:

  • Develop skills to integrate games and gamification strategies into their teaching practices;

  • Create innovative, interactive learning experiences using a variety of game-based and digital approaches;

  • Learn how to design and implement engaging game-based activities to boost student motivation and learning outcomes;

  • Explore the use of augmented reality (AR), virtual reality (VR), and artificial intelligence (AI) in the classroom.

Certificates

1. A certificate of participation in the course will be given to all participants.
2. A Europass mobility certificate will be granted if the participant requests it.

Course Fee

1. The course fee is 80 Euros per participant per day.
2. This fee does not cover some expenses like accommodation or travel etc. Costs covering enrolment fees for staff mobility format ‘Courses and training’. (Source: Erasmus+ Program Guide)