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When launching the 2013 Communication Opening up Education the Commission highlighted that, despite many investments and initiatives in the field, between 50% and 80% of students in EU countries never use digital textbooks, exercise software, broadcasts/podcasts, simulations or learning games as tools to learn. Furthermore school teachers do not consider themselves as 'digitally confident' or able to teach using digital solutions at their full potential, even if a high percentage (around 70%) of them is interested in using innovative digital based approaches. The project partnership involves 5 higher education institutions and 2 teachers training associations, all with a strong experience in preparing teachers of the future.Through their everyday experiences, and through the participation to previous projects have identified in Videogames and Apps the two aspects in which there is the highest gap between the existing and potential educational added value and the capacities of teachers to make full use of it. The project partners identify as key target group the future teachers attending faculties of education as they are more likely to be prepared and open to a more effective preparation and attitude towards using and developing videogames and apps. Therefore the project addresses the Higher education sector with specific reference to the preparation of future teachers. Within this context the project aims to: - investigate the state of art as far as educational videogames are concerned, analyzing their characteristics and technical solutions, as well as their didactic potential. - Explore in depth the methodological, pedagogical and also skills and competences assessment aspect of the use of videogames and apps for educational purposes. Both addressing those products that are planned and designed for such purposes, as Educational Videogames/Apps, and those who despite being developed only for leisure purpose, they could still be used in an educational context. - Provide future teachers with a comprehensive reflection on the innovation of didactic methods through the use of videogames and ludic apps for mobiles, and on the issues related to the assessment of competences, skills and knowledge according to the principles of the ECVET and ECTS systems, applying them to educational Videogames. - Provide future teachers with the basic knowledge of programming languages in order to make them autonomous in developing educational videogames and apps for mobile In each of the countries involved the project will impact on: - 5 Higher education lecturers, teaching to teachers, will be involved in the creation and testing of the 3 intellectual outputs - 30 future teachers will be involved in making use of the intellectual outputs for pilot testing purposes Leading to a total stakeholders benefiting from being involved in the project activities of: - 30 Higher education lecturers, teaching to teachers, - 180 future teachers The project will impact on teachers trainers and future teachers professional qualification through: - Innovative pedagogic and methodological skills and competences to understand the importance of not only make occasional use of videogames and apps in their lessons, but to plan an integrated, organic and effective educational plan including the most innovative products available on the market - A comprehensive set of guidance materials and operative tools addressing the theme of innovation of didactic methods through the use of videogames and ludic apps for mobiles. The provided materials will also allow the assessment of competences, skills and knowledge according to the principles of the ECVET and ECTS systems, applying them to educational Videogames. - Guidance materials and operative tool to reinforce their competences in creating their own didactical products that exploit Videogames and multimedia technical solutions for educational and training purposes. In order to achieve these results the project will develop 3 Intellectual Outputs: IO 1 – Repository of Videogames for Education Online database of educational Videogames and mobile apps and of commercial Videogames and Apps that despite not specifically designed for educational purpose have a clear and strong educational potential. The apps and videogames will be thoroughly categorized, analyzed and assessed in order to provide the users of the repository with a set of information aimed at making the Videogame/App effectively usable in teaching contexts. IO 2 – Guide on the use of Videogames and Apps in education Guide for future teachers on how to use videogames and apps for educational purpose. The guide will be structured in modules organised in learning units highlighting the learning outcomes according to the ECVET principles. IO 3 – Programming videogames and apps for education Online training package to introduce future teachers to the main programming languages to be used develop v
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