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GAME ON - LEVEL UP!

We provide teachers with advanced gamification techniques and immersive
technologies to develop dynamic, student-centred content.

THE PROJECT


GAME ON – LEVEL UP!

Project aims at enhancing and developing the teaching staff’s pedagogical
gamification skills by the means of new digital technologies. Through the
enhanced skills the teaching staff is able to create more engaging and
motivating learning content suitable for all levels of learners. Gamification
(esp. VR and immersive technologies) helps the teaching staff to produce more
learner-centered content for inclusive learning experiences to meet the emerging
needs of work life.

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THE PROJET IN BRIEF


OBJECTIVES

The core of the project is the development of six virtual educational games
focusing on developing students’ soft and transversal skills.

All the games are accessible and transferable to other education levels and
fields. The project consists of four work packages including four workshops to
speed up game development and piloting, as well as prepare a training toolkit
for a beginner game developer. The versatile dissemination activities contribute
to the sustainability of project results.

1. Elevate Teaching with Digital Gamification 

Enhance educators’ skills in innovative gamification techniques using digital
tools like VR, fostering inclusive and engaging learning experiences.

2. Empower Students through Gamification Learning 

Encourage student ownership and expression by immersing them in gamified
environments where failure is a stepping stone and exploration is encouraged.

3. Inspire Creativity and Motivation

Revolutionize learning by turning tasks into enjoyable adventures, fostering
intrinsic motivation and creativity in learners.

2 STEPS


RESULTS


AT A TANGIBLE LEVEL

 * Toolbox for teaching staff on gamification in VET - introduction of
   gamification, new technological devices, and pedagogical methods in inclusive
   VET, accessible design
 * Six (6) serious games – one from each partner (at least two of them about the
   development of soft skills)
 * Step-by-step piloting program


AT AN INTANGIBLE LEVEL

 * Increased digital courage and pedagogical skills of the teaching staff to
   take new technologies and new methods into active use
 * New contacts and partnerships on the European level
 * Enhanced knowledge and motivation of the project team on gamification through
   sharing experiences and good practices
 * Increased co-creation, collaborative and project-based skills in the project
   team


PARTNERS

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CEBANC

Learningdigital

Deltion College

Centro San Viator

Kiipulasäätiö

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Erasmus + Programme
ERASMUS-EDU-2023-PI-FORWARD
Reference number: 2023-1-FI01-KA220-VET-000154135

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