Course Description
The course will focus on gamification.
Participants will understand where gamification fits their daily practices and will see how gamification works towards the following goals: reducing stress in the classroom, moving on the equity from equality in the classroom, supporting individual learning paths and differentiated instruction through gamification.
All this will be conducted through practical, gamified digital tools and activities that are directly applicable in teachers’ everyday classroom practices.
It has become a commonplace that with the ever-changing environment of the 21st century, educators must learn how to develop a skill set to meet the demands of the changing world and find new ways to engage their students to best equip them for the challenges ahead.
Objectives
The learning objectives are to provide participants with a thorough understanding of gamification and its practical applications in the classroom.
This includes helping educators to design lessons and “learning periods” with a fresh approach to pedagogical planning.
The objectives further explore how gamified feedback and assessment can contribute to a stress-free environment that allows students’ unique talents to flourish.
Additionally, the program is designed to support educators in creating a personalized system of gamified assessment suited to their specific needs, while also introducing them to innovative approaches to student work and participation.
Target Group
- Teacher
- ICT Coordinator
- Teacher Educator
Learning Outcomes
During the course participants will:
• understand the difference between gamification and game-based learning.
• learn how gamification is applicable to their unique educational context
• be acquitted with tools, techniques and methods to decrease students’ level of stress, measure the added value of education and create a uniquely effective system of feedback and appreciation for their students to work towards equity, rather than equality.
• engage in pedagogical planning using the basic tenets of 21st century learning design
• become familiar with tools and techniques to encourage student participation through gamification
• explore existing classroom practices of gamification to learn about further game elements they can incorporate into their classroom practices
• be able to network and meet like-minded educators to see how gamification might travel borders.
Each session, we will go through the same process of
1) Learning about the app and exploring the online library
2) Playing a game from each platform to brainstorm how they could be implemented in the classroom
3) Learning how to build and create our own activities/games.
Last day will be all about the students sharing/presenting/playing each other’s games and giving feedback.
Learning Programme and Tasks
TBA
Dates and Prices
Language level: | English B1 and above* |
Locations: | Budapest (Hungary), Pula (Croatia) |
Time: | 9 AM to 2:30 PM daily (extracurricular activities outside of learning activities) |
Dates: |
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Price: | Budapest: €430 (5 days), Pula: €510 (6 days) - including an extracurricular activity and a welcome lunch or dinner |
*The language of the course is English, linguistic aid may be provided for speakers of Hungarian with lower language abilities.
Conditions
The course complies with all rules as set in the Quality Standards of the Erasmus+ program. Courses are including an extracurricular cultural activity and a welcome lunch or dinner, and study groups are international. Note: should the latter condition not be met, participants will be informed 40 days in advance.
Payment facilities: participants with funding from the actual year’s project budget may ask to request a deposit of EUR 100 to guarantee their places on the course and pay the rest of the fees later.
It is possible to take part in 2 consecutive courses, please book both separately. A price reduction of 15% will be applied.