
NetCoGame GamefulLiving Research Center Non-profit Ltd.
NetCoGame GamefulLiving Research Center Non-profit Ltd.
2 Projects, page 1 of 1
assignment_turned_in ProjectPartners:Experience Workshop ay, POLY-UNIVERSE Ltd., Nafarroako Ikastolen Elkartea, Budapesti Fazekas Mihály Gyakorló Általános Iskola és Gimnázium, NetCoGame GamefulLiving Research Center Non-profit Ltd. +1 partnersExperience Workshop ay,POLY-UNIVERSE Ltd.,Nafarroako Ikastolen Elkartea,Budapesti Fazekas Mihály Gyakorló Általános Iskola és Gimnázium,NetCoGame GamefulLiving Research Center Non-profit Ltd.,Základná skola Gergelya Czuczora s vyucovacím jazykom madarským - Czuczor Gergely Alapiskola, G. Czuczora 10, Nové Zámky - ÉrsekújvárFunder: European Commission Project Code: 2017-1-HU01-KA201-035938Funder Contribution: 147,972 EURErasmus+ PUSE (Poly-Universe in School Education) project www.poly-universe.comThe Poly-Universe geometric skill development tool was invented by visual artist SAXON. The novelty of the game lies in the scale shift symmetry of the basic shapes, and in the colour combination system attached to it. Although the tool consists of truly simple elements and attributes (basic shapes, basic colours, proportions), it is at the same time also extremely complex, because by shifting proportions and changing colour combinations and their relationships, the number of possible solutions becomes virtually endless. That is why the Poly-Universe is more than play, more than art, more than maths, it includes all: synergy in education… The Erasmus+ PUSE project was the main step taken to map how Poly-Universe's artistic-scientific approach could enter the gates of mathematics education. Its necessity was proven by workshops held in dozens of countries, by the participation in math-art conferences and also by the research project of the Hungarian Academy of Sciences in 2015. The goal of the project was to develop a geometric-combinatorial educational method, primarily for mathematics education, based on a visual system. The outcome of the project is an educational methodology book and students' worksheets (EN, HU).PUSE METHODOLOGYVisual Experience Based Mathematics Education 2019ISBN 978-615-81267-0-0The original goal of the size of the methodology book was between 100-200 pages. Finally the printed PUSE teacher book & PUSE exercise book was put together to make the PUSE Methodology Book on 600 coloured pages with 500 graphic illustrations. The student worksheets target three different age groups: primary school early years, upper years, and high school students. The methodological part is divided into five chapters. Each chapter is made up of methodology sheets meant for teachers, paired with student worksheets:1 Geometry & Measurement2 Combinatorics & Probability3 Sets & Logic4 Graphs & Algorithms5 ComplexThe final output of our educational methodology is an interactive PUSE online system, where we can use the advantages of ICT based teaching, and how we can maintain it for a long time, however this is an interactive platform, with an expandable online source of exercises. The main goal was to develop an PUSE interactive surface for teachers, who use the methodology in their classes. Therefore to use the program with internet we published the online PUSE Teacher’s book and Exercise tasks (EN-HU). In the future, when the methodology book is translated into several languages in EU education systems we would like to constantly expand the editions...The PUSE Methodology was created by a group consisting of teachers, students, artists, an inventor, psychologists, a sociologist and external experts. The four partner school organizations (Finnish, Hungarian, Slovak, Spanish) come from different regions of Europe and operate in different educational systems. Thanks to the international partnership, we learned how students and teachers approach the passages between arts and maths, problem solving based on Poly-Universe's visual system in a Scandinavian-type educational system; in a Western-European environment based on the PISA method; in a strongly mathematically centred Central-European educational system and in the specific circumstances of minority schools. All participating schools gave valuable contributions to the development of the methodology and the exercises. Going beyond educational aspects, the need arose to map connections between the tool and psychology, so we included a game research expert in the project as well. The PUSE methodology facilitates the learning process and develops creativity, cognitive abilities, student motivation and attitude and it also provides equal opportunities for disadvantaged students. It can also improve the quality of teachers’ work.The PUSE Methodology doesn't claim completeness, i.e. it is not a closed collection of exercises. This couldn't have been its purpose. The Poly-Universe in fact is not simply a tangible tool or a closed-system puzzle, but an open math-art system which models the Universe, allowing a glimpse into its internal laws. The Poly-Universe, rooted in a special artistic vision, does not only inspire mathematics, but also triggers interdisciplinarity. The PUSE Methodology opens up the way for teachers and students, artists and scientists. We can all enter into Poly-Universe's spacious world, explore its complex realm and further discover its laws and regulations. While Poly-Universe offers scale shift, the methodology based on the tool offers a change of attitude for today's educational system – not in order to achieve small, medium or large bits of knowledge, but endless knowledge...(The project coordinator, Poly-Universe Ltd offers the license of the PUSE Methodology free of charge to the state and private school systems of EU countries)
more_vert assignment_turned_in ProjectPartners:Fontanus Központ Kft., UL, UL, University of Bacău, DRUSTVO ZA RAZVIJANJE PROSTOVOLJNEGA DELA NOVO MESTO +1 partnersFontanus Központ Kft.,UL,UL,University of Bacău,DRUSTVO ZA RAZVIJANJE PROSTOVOLJNEGA DELA NOVO MESTO,NetCoGame GamefulLiving Research Center Non-profit Ltd.Funder: European Commission Project Code: 2020-1-HU01-KA227-ADU-094052Funder Contribution: 174,962 EURProject title: GAME-ED: Development of creativity skills by game based learning methods in adult educationDuration of the project: 01/03/2021 - 28/02/2023Applicant Organisation: Fontanus Center Ltd. [Hungary]Partner Organisations:Universitea „Vasile Alecsandri” din Bacau [Romania]Drustvo za razvijanje prostovoljnega dela Novo mesto [Slovenia]Univerza v Ljubljani [Slovenia]NetCoGame GamefulLiving Research Center Non-profit Ltd. [Hungary]The main objective of the project is to improve the quality of teaching-learning methods used to build and develop the skills of creativity at adult learners by introducing a game-based approach to learning based on originally elaborated studies, guidelines, methodologies and an educational game for adult educators, and overall to promote game based learning in adult education. The primary target group of the project is the adult educators and other personnel who support adult learners, and the secondary target group is the adult learners.The main objective of the project corresponds to specific objectives:1. To improve the professional horizons of adult educators by collecting methods to develop the creativity skills for adults;2. To expand the knowledge of adult educators by gathering best practices in game based learning methods;3. To develop a methodology for the selection of game mechanics suitable for achieving creativity skills;4. To create a board game developing creativity skills;5. To identify board games appropriate for game mechanics selected;6. To prepare a comparison between game based learning approach and traditional learning approach in adults' skill development.The above-described specific goals are pursued in the cooperation of different types of organisations from different sectors involved in the project, and thus includes aspects of higher education institutions, a non-governmental organisation, a nonprofit research center and a company from the business sector.The total number of project participants is 25, which includes adult educators, academic teachers, researchers, game experts and developers. The project involves the participation of persons not financed as part of the project. Several associated partners (NGOs, public bodies, universities, primary educational institutions, foundations, private companies) are involved, but not formally participating in the project.The main activities of the project include:1. Development of six intellectual outputs: 3 studies, 1 methodology, 1 guideline, 1 educational game.2. Dissemination of the results and good practices developed as part of the project.3. 5 multiplier events (workshops) for the dissemination of the developed intellectual outputs. Other results of the project:During the project and at the end of the project, it is assumed that apart from the 6 intellectual outputs, the following results will be achieved:Hard results: 1 Internet website, 1 Facebook page, a series of newsletters, 5 multiplier events, several presentations and talks on conferences/events/seminars/workshops related to games, education or competence development. Soft results:- Methodological renewal, expanded knowledge and professional horizons at participants, target groups and stakeholders;- Increased quality and variety of didactic methods (game based learning methods) and tools (board games) for adult educators; - Increased level of creativity skills among adult learners using the methods and game of the project; - Increased motivation and engagement of adult educators for the use of game based teaching methods in the didactic process of adult education; - Frequent contact with the target groups and other stakeholders;- Strengthening the cooperation among the partners;- Experience in carrying out an EU project; - Exchange of good practices on the carrying out of an EU project;The expected impacts of the project:In the view of the planned activities and expected results, the influence of the project will be visible on the following levels: local, regional, national, European, international.The direct impact of the project will translate into the quality of the game based learning solutions and outputs developed, i.a. preparation of studies on the topic, development of game based methodology and an educational board game, and identification of appropriate games suitable to develop creativity will have an advantageous effect on the main target groups of the project, i.e. adult educators and adult learners.The indirect impact of the project will be experienced by all organizations (associated partners, wider audiences such as companies, associations, etc.) reached as a result of dissemination activities. The long-term benefits will allow increasing the quality of adult education in the partners’ countries.
more_vert