Powered by OpenAIRE graph

Digital Improvment by Game In Teaching

Funder: European CommissionProject code: 2017-1-IT02-KA201-036822
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for school education Funder Contribution: 226,105 EUR

Digital Improvment by Game In Teaching

Description

"High and advanced skills in scientific and digital sectors are becoming a crucial part of literacy in the knowledge economy and background. Science education cannot be viewed as elite training for future scientists or engineers; only science-aware citizens can make informed decisions and engage in dialogue on science-driven societal issues. Scientific and ecological issues interest among students is very high, but often the quality of teaching and learning in the field is not at the same level, particularly ICT sector is one of the only sectors still demonstrating growth and knowledge and competency in environmental sciences and mathematics has become a crucial key skill. DIGITgame Strategic Partnership addresses all its efforts to ""enhance the quality and relevance of the learning offer in education, training and youth work by developing new and innovative approaches”. Project consortium constituted a strategic partnership of pedagogical and technological experts which obtained the goals of developing and disseminating an innovative strategy for consolidating knowledge with the support of gamification tool. The new method suggested a tool for a new and practice approach that enables teachers and learners to collaborate in creating live interactive resources as a videogame.By the application of typical elements of game playing (rules, point scoring, competition) to other areas of activity (scientific disciplines) DIGITgame engaged students in consolidating and deepening acquire concepts and competences and, by the suggestion of specific learning gains, the game has been used as a good form of active learningOBJECTIVES and activities DIGITgame promoted the gamification activity as integration of STEM concepts acquired by aimed lessons and an active engagement of students as ""gamifiers""; it represented a strategy to build a shared and exciting collaboration between teachers and learners to overpass knowledge underachievement 1) Analyze the attitudes and skills around science and ecology of educators and students to influence them to be smart citizens of the future 2) Design and develop a wide set of lessons on basic science subjects: climate dynamics, changes and evolutions; plants physiology and ecological role 3) Engage students (driven by their teachers) in designing and realizing videogames well-structured on the acquired skills aimed to involve and ""challenge"" other students different in age and competences 4) Create contents and work steps available through the project collaborative platform to facilitate its use with different typologies of end users and stakeholders 5) Assess the quality and impact of the project after its implementation, both in terms of attitudes and skills about science and the quality of the methodology, platform and material developedEducators, Teachers and Learners communities, in formal (schools) and informal (education foundations, research scientific institutions) learning scenarios have been the main target groups of the project’s activities and results. Within the DIGITgame community, learners and educators adopted several roles: consumers of teaching resources and producers of new learning materials. Scientists and other stakeholders (entrepreneurship, public bodies, etc.) have been invited to contribute to the creation of learning materials and involved in dissemination activities through Conferences and seminars at national and international level.The project consortium was constituted by 5 partners from 3 countries (TR, UK, IT) with a close collaboration of enterprises (PIXELMILL LTD, UK), research institution (IBE-CNR, IT), innovative foundation (TAGES, TR) and schools (K12, TR – SENSALE, IT) that allowed a multidisciplinary approach that encouraged making the project outcomes suitable and useful to a wider range of users.DIGITgame project obtained positive and long-lasting effects on participants, organizations, and people involved in the actions and target groups. Project educational modernization items and improvement of tools developed key competencies and lead students and teachers more creative, innovative and competent."

Data Management Plans
Powered by OpenAIRE graph

Do the share buttons not appear? Please make sure, any blocking addon is disabled, and then reload the page.

All Research products
arrow_drop_down
<script type="text/javascript">
<!--
document.write('<div id="oa_widget"></div>');
document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::fa1f0743562185fe90ee9afcc89061b9&type=result"></script>');
-->
</script>
For further information contact us at helpdesk@openaire.eu

No option selected
arrow_drop_down