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    "Education is the most powerful weapon you can use to change the world!"

    Nelson Mandela

    Open and innovative practies in a digital era

    The Game Based Learning and Gamification, as a scenario of pedagogical innovation, is revealed as an open and innovative practices that will meet the needs of our students, digital natives, and will lead them to an effective and more involving learning.

    Regarding the teachers, it is also an enormous challenge for them once the daily life in most of the schools did not change that much from the last two centuries, being the expositive method still one of the most used by the teachers of our generation, and which this project intends to change.

    By using the Game Based Learning and Gamification innovative pedagogical scenarios we believe we will introduce our schools to an open and innovative practice that is up to the digital era in which we live.
    Nevertheless, in the last decade, there have been studies that investigate the possibility of (more or less educational) games improving the learning experiences increasing its credibility as a pedagogical approach (Gee, 2010, 2009, 2007, Foreman, Borkman, 2007, Van Eck, 2006, Hays, 2005).

    In formal learning, teacher-guided game-based learning is embedded in a well-defined teaching and learning strategy and is a valuable aid in developing an important set of core competencies such as peer collaboration, problem solving, Communication, critical thinking and digital literacy (Gee, 2010).

    The game allows to combine powerful multimedia interaction resources with the playful one, joining the most effective principles of technologically mediated learning (Prensky, 2013), evidencing significant gains in the acquisition of competences (Gee and Morgridge, 2007).

    In an informal learning, the student can freely explore the content of the game on his mobile device, reason, draw conclusions, making the game help to acquire deep knowledge of the area under study, as advocated by Aldrich (2005), Gee (2007) and Moura (2012).

    With the inclusion of educational games on mobile devices, the possibility of ubiquitous learning with interactive contents and in different contexts increases.

    For Gee (2007), to ignore the phenomenon of the game and to attribute only negative or playful aspects to it is to disapprove some of its pedagogical potentialities. And those potentialities will be used in this project, inside our classrooms.

     

    Promoting the acquisition of skill and competences

    Teachers will get in touch with a scenario of pedagogical innovation - Game Based Learning and Gamification -, will learn about the techniques and strategies related to it and will develop their knowledge, competences and attitudes.

    In making a two-year project mens it is intended to be gradual. It is hoped that the teachers involved will have the opportunity to understand in depth the emergence and implications of innovative pedagogical scenarios and that, when accompanied, can effectively change their practices by also working in using peer collaboration, problem solving, communication, critical thinking and digital literacy.

    The students will be more prepared for an open, multifaceted, technological society that requires them to acquire several skills and competences related to innovation, adaptability, critical thinking, reflexivity, collaboration and digital literacy.

    In addition to wanting students to move towards school´s success, the partners want their schools to move towards the future and that their students acquire all these skills/competences by introducing these innovative pedagogical scenarios that will agitate everyday school life and provide experiences more engaging for students.

    This project will foster the development of social, civic, intercultural, media literacy and critical thinking skills, as well as will combat discrimination.

    It will reinforce the access, participation and performance of disadvantaged learners, reducing disparities in learning results.

  • PARTNERS

    Participating Organisations

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    Agrupamento de Escolas da Maia

     

    - PORTUGAL -

    Coordinator Partner

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    Istituto Comprensivo di Sestu

    - ITALY -

    Partner

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    Szkola Podstawowa nr 41 im. Krola Wladyslawa Jagielly

    - POLAND -

    Partner

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    University of Minho

     

     

    - PORTUGAL -

    Partner

  • MOBILITIES

    Learning/Teaching/Training Activities - Transnational Project Meetings - Multiplayer Event

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    C1) SP-SCHOOL-EVENT - Short-term joint staff training event

     

    26 February - 2 March 2018 (University of Minho, Braga, Portugal)

     

    Innovational Pedagogical Scenarious - Game Based Learning & Gamification I

    A teacher training week on innovative pedagogical scenarious such as Game Based Learning & Gamification and to use this practices in the classroom.

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    C2) SP-SCHOOL-EVENT - Short-term joint staff training event

     

    7 - 11 May 2018 (Szkola Podstawowa nr 41, Lodz, Poland)

     

    Innovational Pedagogical Scenarious - Game Based Learning & Gamification II

    A teacher training week on innovative pedagogical scenarious such as Game Based Learning & Gamification and to use this practices in the classroom.

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    C3) SP-SCHOOL-EVENT - Short-term joint staff training event

     

    22 - 26 October 2018 (Istituto Comprensivo Sestu, Sestu, Italy)

     

    Innovational Pedagogical Scenarious - Game Based Learning & Gamification III

    A teacher training week on innovative pedagogical scenarious such as Game Based Learning & Gamification and to use this practices in the classroom.

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    C4) SP-SCHOOL-EVENT - Short-term joint staff training event

     

    6-10 May 2019 (Agrupamento de Escolas da Maia, Maia, Portugal)

     

    Innovational Pedagogical Scenarious - Game Based Learning & Gamification IV

    A teacher training week on innovative pedagogical scenarious such as Game Based Learning & Gamification and to use this practices in the classroom.

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    C5) SP-SCHOOL-EXCH - Short-term exchanges of groups of pupils

     

    7 - 11 May 2018 (Szkola Podstawowa nr 41, Lodz, Poland)

     

    Poland: the school, the people, the culture

    Each Short-term mobility of school learners is designed so that students can integrate daily school routine, meet the people, the culture and speak in English. Students are also supposed to be in classrooms where teachers are using innovative pedagogical scenarious. Each activity has been attended by 8 students from each school.

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    C6) SP-SCHOOL-EXCH Short-term exchanges of groups of pupils

     

    22 - 26 October 2018 (Istituto Comprensivo Sestu, Sestu, Italy)

     

    Italy: the school, the people, the culture

    Each Short-term mobility of school learners is designed so that students can integrate daily school routine, meet the people, the culture and speak in English. Students are also supposed to be in classrooms where teachers are using innovative pedagogical scenarious. Each activity has been attended by 8 students from each school.

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    C7) SP-SCHOOL-EXCH - Short-term exchanges of groups of pupils


    6-10 May 2019 (Agrupamento de Escolas da Maia, Maia, Portugal)

    Portugal: the school, the people, the culture

    Each Short-term mobility of school learners is designed so that students can integrate daily school routine, meet the people, the culture and speak in English. Students are also supposed to be in classrooms where teachers are using innovative pedagogical scenarious. Each activity will be attended by 8 students from each school.

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    26-27 October 2017 (Sestu, Italy)

     

    First transnational project meeting: we meet personally, revise the schedule of activities, revise the division of tasks, agree on the sequence of their fulfillment for each country. We choose people responsible for the particular tasks. Furthermore, we define the training programme for Game Based Learning and Gamification training.

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    26-27 July 2018 (Łodz, Poland)

     

    It would be the 2nd TPM: at the end of the first year we will meet to sum up the first months of collaboration and plan the next ones. We are going to gather the worked out results and products, correct the timetable of activities taking into consideration any unexpected circumstances. We will evaluate the first year of the project by filling in the first year´s Evaluation Report of the project.

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    M3) Transnational Project Meeting

     

    September 2019 (Maia, Portugal)

     

    The last project meeting is planned to take place at the end of the second school year. The partner schools will make the final evaluation and will collect the missing products. We will also plan further cooperation after the end of the project aiming at the deepening of the use of these innovative pedagogical scenarios as Game Based Learning and Gamification used for longer in countries from the north of Europe, trying to develop a project with them.
    Deatiled programs of the TPMs will be produced and send to all partners by the receiving teams at least three months before (being exception the firs meeting) so as to revise it. It will include: visit to the School´s facilities and meeting the staff from each School, discussing the projects activities and intellectual outputs and their preparation, development, monitoring/assesment and the dissemination.

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    E1) Multiplayer Event: International Innovative G2L&G2E Meeting

     

    September 2019 (Maia, Portugal)

     

    • This International Meeting is an one day Event planned to the final of the project implementation. 
    • The event is about the new innovative pedagogical scenarios Game Based Learning, Gamification, Flipped Learning and Mobile Learning and practices of them in the classroom.
    • This event is designed in partnership by the two Portuguese partners, Agrupamento de Escolas da Maia (organization) and University of Minho (pedagogical and scientific advisors). The event has three types of activities: Specialists presentations; Teachers practices; and students views.
    1. The first part of this event seeks to present different points of view by researchers in the field of new innovative pedagogical scenarios Game Based Learning, Gamification, Flipped Learning and Mobile Learning in order to be discussed with the remaining audience.
    2. The second part of the meeting includes presentations of the interventions activities by the teachers of the project. 
    3. The third part are some students invited to present their point of view about what they learn, how they learn and their satisfaction about the way of their learning process.
       

    The event will be promoted and posted on the website of the DGE – ERTE and it will have their collaboration as presenters of some others practices about game based learning and gamification practices occur in others Portuguese schools. This is the main event to disseminate the results of the project, and because of that it will have the participation of all partners and it will be a public and online event (streaming) using the online platform. There are also posters of intervention activities that will not to be presented in the afternoon exposed in the day of the event. Also in the event space, it will be others materials done during the project. The event presentations will be published as papers in a proceedings book.

  • INTELLECTUAL OUTPUTS

    results and strategies

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    O1

    Survey of the state of the art of each partner country on experiences in Game Based Learning and Gamification (school) innovative pedagogical scenarios

     

    Output O1 allows comparative analysis of the use of innovative Pedagogical Scenarios in the three partner schools and in the three partner countries in the project 

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    O2

    Collaborative design of a training plan on Game Based Learning and Gamification

     

    The Training plan will be designed while listening to the teachers, their expectations, their knowledge and their opinion

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    O3

    Development of a Training Course for Online Teachers

     

    Each course is divided into two main parts: modules and group projects. There are two modules, IT-oriented and collaborative-oriented.

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    O4

    Building a "Games2Learn & Gamification2Engage" eBook with Apps and Pedagogical Practices using Game Based Learning and Gamification innovative pedagogical scenarios

     

    It is a guide developed for lesson plans in which the Game Based Learning innovative pedagogical scenarios are integrated as a means of explicit teaching. The need for this intellectual product is determined both by the peculiarities of using Game Based Learning and Gamification innovative pedagogical scenarios, and the desire to reach those interested in creating a complete guide / manual. At present, in the scientific literature attention is given to low explicitness to peculiarities lessons involving the use of these devices, the advantages it involves and the dangers to be avoided.

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    O5

    Book about the report of experiences and perceptions of the pedagogical practices that students have

     

    It is a book that intends to give the perspective of the student during the process of the implementation of the Game Based Learning & Gamification scenarious in the schools.

  • MEDIA LINKS

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  • CONTACT US

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