NOVEMBER 09, 2021
Last week, from the 3rd to the 5th of November our project coordinator Universitatea Dunarea De Jos Din Galati held online the Learning Training and Teaching Activity “Gamify your training”.
It was an interesting and useful activity that allowed the partners to understand what needs to be further upgraded and what works best for our project’s target group in order to achieve the greatest impact possible on it.
All produced materials were tested but particular effort was put in presenting IO2 and IO3’s contents.
We started with a brief overview presentation of IO1’s achieved results.
We then focused on the analysis of IO3’s online platform and video tutorials. Particular attention was put into explaining how the two components should be used and how the tests related to each chapter can be used to verify and certify the acquired knowledge.
Lastly we focused on IO2’s contents in order to test their effectiveness in transmitting knowledge and to verify if any further upgrade can be implemented.
We want to thank all partners and participants for their participation and their contribution in these final steps of the project and we want to wish everyone good luck!
IO3 finalisation: new e-learning solutions for innovative competences
OCTOBER 18, 2021
How can we guide trainers step by step in acquiring gamification skills to be applied in entrepreneurial VET courses? What kind of technological solutions can guarantee a more interactive and engaging e-learning experience?
In order to strengthen gamification skills and the application of knowledge of VET educators, the Consortium has developed video tutorials on gamification. These Open Educational Resources have been developed by PRISM Consulting Srl, coordinator of Intellectual Output 3, in the form of interactive educational video pills in English, subtitled in all the partnership languages precisely to valorise linguistic pluralism which is the key to intercultural processes.
But why did we choose this innovative format? Virginia Rosania project manager at PRISM Consulting said: “Well, we adopted a methodology that takes into account not only the quality of the contents, exhaustiveness and level of detail but also the ability to involve, attract and interest potential users. This methodological approach guarantees “smart and just in time learning” making the viewer or learner the primary protagonist and architect of the learning process as he/she can personalise it and independently decide when and how to use the training contents.”
In fact, the video pills use motion graphics, highlighting key words or concepts, and interactivity, that give learners access additional training contents in diverse formats.
To access the video pills, all you need to do is go to the Erudire platform, register and enrol for free in the GAMEST project training course.
Once you have completed the training pills, and passed the final quiz at the end of each learning unit, you will receive a badge on the competences acquired.
The learning platform is linked to the badgr platform used by thousands of organizations around the world to create branded learning ecosystems that support their communities with digital credentials, stackable learning pathways, and portable learner records.
The badge also contains information regarding the course and its contents, also included in the Erudire platform in the “badge” section of the “navigation menu”.
Final transnational project meeting in Santiago de Compostela
OCTOBER 12, 2021
Last week we participated to project’s last transnational meeting hosted by Universidad de Santiago de Compostela in their premises inSantiago de Compostela.
Despite some partners being able to participate through online technology only, due to the pandemic situation in their country, we managed to debate every topic foreseen for the day in a very fruitful way and we understood all the steps needed for the finalization of the project.
We want to thank in particular our host for the organization of the event, and we want to wish everyone good luck in this final steps!
Finalization of IO2: Didactic Methodology Framework
SEPTEMBER 21, 2021
What makes a successful transfer of a framework to school syllabus? How should the content of a didactic framework be created? What is compulsory?
“The most ‘painful’ part in the process from applying theory into school praxis is to have as background – a good framework” according to dr. Lorena Mihelač from the School center Novo mesto, Slovenia, the leading partner in the intellectual output IO2.
What makes a framework a good framework, are the years being involved in the school process, knowledge how the school system works, what could be and what is not achievable from the perspective of teaching staff and students, and of course, experience about gamification and its implementation into the school syllabus.
We had several meetings with partners, tried to figure out how the framework should be conceptualized, and after a pile of proposals managed finally to define the content. Our “Didactic Methodology Framework GAMEST” takes in account (i) all the achievements from already gamified projects in VET schools as also in primary schools, (ii) outlines the results from different scientific papers dealing with gamification, (iii) clarifies in an understandable way the terminology in the area of gamification, and (iv) proposes some learning approaches which have shown to “work” in the school environment.
It has to be understood, that there is no “best recipe”, as there is always a better one… Each framework can be improved, which is also very true for our proposed “Didactic Methodology Framework GAMEST”. How, which parts, what could be added (or removed) will be known after implementing this framework in VET schools. At the moment, we partners included in GAMEST, are proud of our achievement, and very excited and eager to show it as much as possible to VET schools (maybe also to primary schools). The ‘grand finale’ and the real finalization of this output IO2 will be the feedback about this framework.
Great thanks are owed in particular to the Slovenian partner ŠOLSKI CENTAR NOVO MESTO who coordinated the efforts of the entire partnership in the development of IO2, allowing for each partners’ efforts to produce results as fruitful as possible.
Once again, especially given that we are in the final steps of the project implementation, we want to wish everyone good luck for the development of the project!
2nd TRANSNATIONAL PROJECT MEETING IN ANCONA
JULY 22, 2021
Last week we had the second Transnational project meeting in Ancona, at FVB S.R.L.’s premises.
It was a very hot day, both from a working point of view and in terms of temperatures. We were able to touch every single aspect of the missing activities to the total completion of the project, and we can say that it was a very fruitful day.
We want to thank in particular Prism Consulting S.R.L. for the splendid and very interesting presentation regarding the final aspect that the IO3 will have. We also want to thank UDJG for the moderation work done during the meeting and all the partners for the very useful contributions made.
We want to wish everyone good luck with the implementation of the remaining activities in the last months of the project.
JUNE 25, 202O
Do teachers show a positive attitude towards gamification? What is the current level of gamification application in vocational education and training for entrepreneurship? Which are the most relevant entrepreneurial skills that can benefit from the use of gamification? How can these skills improve through the use of game-based mechanics?
These are some of the questions we tried to answer through our project. Our project aims to support the promotion of high quality and innovative teaching based on the application of gamification in entrepreneurship.
We wanted to start assessing the use and effect that game-design elements and game principles have in entrepreneurship teaching, but having teachers’ perspective and experience as filters, given that our ultimate goal is to build a course for them.
103 teachers from 55 different entrepreneurial VET education institutions from the 4 countries of the partnership participated in the pilot study, which was conducted from December 15th, 2019 to May 15th, 2020.
According to our results, 51.4% of them would consider using gamification techniques in their courses. Furthermore, most educators know what gamification is (an average of 93%) and 66% of them have used gamification at some point.
However, they did pinpoint important obstacles in gamification application. Above all, the lack of knowledge on how to apply gamification in real courses and the time needed to implement them are two of the most relevant ones. Also, infrastructural limitations and very specific curricula are perceived as strong obstacles.
From the perspective of entrepreneurial education, the skills that are the most valued by educators are within the personal maturity and entrepreneurship categories. Technical and managerial skills score significantly lower.
Creativity an accountability are the most highly valued personal maturity skill in all four countries, (respectively first and second place).
Market gaps recognition and market opportunities exploitation skills are the most valued within the entrepreneurship category, well ahead of business plan development skills.
Juan Carlos Vidal, a CITIUS researcher said: “Although entrepreneurial education is a field included in the curricula of most European countries, its incorporation has not yet been successful in society and therefore has not always achieved the desired objectives. An important part is due to the fact that it requires the application of pedagogical methodologies in accordance with the proposed objectives, and gamification can certainly help in this aspect.”
The results obtained through our research will be the basis for future project developments, and in particular to define the direction that will be taken in the development of the course for teachers.
We want to thank in particular the Spanish partner UNIVERSIDAD DE SANTIAGO DE COMPOSTELA for the splendid work of coordinating the activities carried out for the completion of IO1.
We wish everyone good luck for the future development of the project!
KICK OFF MEETING IN BUCHAREST
DECEMBER 13, 2019
The first project meeting has just taken place in Bucharest.
We thank all the participants for the contributions given despite the cold, which are essential for an easy start of the project activities, and in particular we thank the Romanian partner for organizing the meeting, for directing the activities and for hosting us all.
We wish everyone good luck for the future development of the project.