GamifIEd
Gamification in Interdisciplinary Education
About the project
The project is called GAMIFIED
It is the project financed by EU funds within ERASMUS Plus programme.
Nowadays nearly all students are used to having smartphones and tablets with various apps within reach that for a teacher sometimes it seems difficult to motivate their students. That is why we think that these IT-tools should be implemented in our daily teaching, rather than trying to exclude them
from it.
MOBILITY
Every partner school will host a mobility. They will be responsible for the organisation of the mobility and hosting the other students. Every partner school has to contribute to the contents of the project, the application form and the final report.
In our project the students develop educational "games". The topics we are going to address are
culture, history, language learning, geography, art, science and maths. The advantage of having
students who develop these games is that they can be tailored to the needs and interests of their
peers. Moreover, they can put their own knowledge into practice. During the student mobilities, the
work will be presented to the other pupils and teachers.
The Belgian school is a coordinator of the project (sending in the application form, setting up meetings with the teachers ...). The other schools will have other tasks (managing eTwinning platform, creating and maintaining a project website, taking photos and making videos, creating evaluation questionnaires ...).
The students are responsible for the digital educational games, presentations, workshops. During the
mobilities they will work together on global assignments with the pupils from the other countries.
AIMS
The objectives of the project are:
- Familiarising students and teachers with digital applications to facilitate learning in a more playful environment
- Raising students and teachers cultural awareness of the partner countries
- Building on and extending the students knowledge of the different topics that will be addressed in the course of the project.
- Improving the quality of education by implementing digital games
- Overall improvement of cognitive, critical, social, communicative, digital skills (improved interest and results in specific subjects).
- A growing awareness of the opportunities offered by the European citizenship;
- An improvement of English proficiency, IT and social skills among the participants.
EXPECTED RESULTS
We have a Twinspace where the students and teachers can communicate and exchange information
and documents. We will also have a website where all the digital materials will be collected. We expect
that the schools will be able to use the results from the project, improving their classes and making
them more attractive for the students.
Fotogallery
THE PARTICIPATED SCHOOLS:
Institut Antoni Cumella – Granollers – Spain
Obchodní akademie T.Bati a Vyšší odborná škola ekonomická – Zlín – Czech Republic
Onze-Lieve-Vrouw Presentatie Secundaire Scholen – Bornem – Belgium
Tóth Árpád Gimnázium – Debrecen – Hungary
Esprominho – Braga – Portugal
Istituto d´Istruzione Superiore G.D. Romagnosi – Piacenza – Italy