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1. Intellectual Output:

IMPLEMENTATION OF A PLATFORM THAT SUPPORTS THE PROCESS OF GAMIFYING CONTENT

Goals and activities

Main goal is the creation of an innovative platform to support game-based learning. Based on a database that provides content, users should also be able to develop a game-based solution for specific didactic scenarios in cooperation with others.

D1.1 Analysis of platform requirements (M6)

TASKS AND OBJECTIVES:

Analyse the technical and content requirements from the user's point of view using various methods in order to be able to access the content as easily as possible and to make later use more likely

Identification of user groups

D1.1 Analysis of platform requirements (M6)

RESULTS:

The platform will consist of a web portal with an online database that provides:

Background information on game-based learning, gamification and specific best practise examples

A customized version of Manzalab’s Teemew mobile application will be used to familiarize teachers with the topic in a gamified way, get access to the web portal and further information and to news

Teachers are aware of the benefits of using a game-based learning approach, but the workload is an issue, the platform should then be helpful and bring them support to implement such a strategy.

In line with this, the teachers indicate the need for the content to be well organized.

A search tool should be available, for instance through “tags” to “filters” or a “search bar”.

A rating tool should be available to identify most relevant content, for instance through a “like” button or “stars”.

Content for the platform and the content structure need to be developed in parallel

In an initial content collection, partners collected around 50 examples, best practises and game mechanics and elements that need to be categorized for the platform << Link PDF D1.1 >>

D1.2 Technical realization -
first release (M12) - Design, Implementation, Authoring

TASKS AND OBJECTIVES:
 
Create the multilingual (EN, GER, DK, FI, RO) platform according to the requirements formulated in D1.1

Estimate technological feasibility and define final technological realization

Clarify legal, copyright, usage/account-lifecycles and privacy issues 

D1.3 Community Building and exchange of best practices (M12)

TASKS AND OBJECTIVES:

Ensure peer learning and knowledge transfer among educational staff in vocational schools by setting up a Community for Game Based Learning/ Gamification in VET

Create an Action Plan for reaching target audience(s), especially teachers at vocational schools.

Develop a plan to ensure the sustainable use of the created content even after the end of the project.  

D1.4 Implementation of the community building strategy and report about the actions (M16)

TASKS AND OBJECTIVES:

Use communication and exchange features
within the course environment to discuss didactic possibilities of Game Based Learning and their implementation.

Involve multipliers and communicating the project goals and results through various dissemination channels 

D1.5 Technical realization of the platform - final release (M20)

Design, Implementation, Authoring

2. Intellectual Output:

COLLECTION OF BEST PRACTICE EXAMPLES, TUTORIALS, DIDACTIC DESIGN PATTERNS,
ETC. AND PREPARATION OF A GUIDE FOR THE USE OF THE COLLECTION AND THE PLATFORM

Goals and activities

The aim of this work package is to collect, systematize, prepare and provide various existing approaches from the participating institutions and countries to create a rich and diverse database of content.

Even if this collection should be as extensive as possible, be based on practical experience and show many variants, it is important that the contents can be just as easily adapted so that a synthesis to new, innovative contents can be expected from the community around the platform that has to be established. 

D2.1 Content Collection - Collection of Best Practice, Didactical Design Patterns, Tutorials

TASKS AND OBJECTIVES:

The partners, primarily the involved VET schools,
collect and share known examples of good and best practices used in they own institutions.

They prepare the collected content in such a way that it can be made available on the platform and easily used by teachers.  

3. Intellectual Output:

CURRICULUM FOR MULTIPLIERS (TEACHERS):
TRAINING-OF-TRAINERS WORKSHOP
(SIMULTANEOUS TEST RUN OF THE PLATFORM AND CONTENTS)

Goals and activities

The Curriculum has the aim to instruct teachers to use game elements and game mechanics in VET teaching scenarios in or outside of classroom, which implies to create game like learning environments by themselves and to work successfully with the platform at the same time. The curriculum will be implemented and tested in locally adapted workshops in each of the partner institutions. The results of this evaluation will be documented and used to improve the Curriculum, in order to ensure its sustainability and usability for interested European VET institutions area.

During a training of trainers, the curriculum will be presented to the multipliers from each school to enable them to roll out the contents of the curriculum at their schools.  

D3.1 Curriculum "How to instruct teachers to use game elements and game mechanics in VET teaching" (M16)

TASKS AND OBJECTIVES:

Gather and interpret evidence
of skills needs concerning gamification of teaching content

Define the concept for the guidelines targeting teachers

Define the training and assessment methods for the curriculum

Define a flexibility matrix to support customization and localization of the curricula providing indication/suggestion about learning outcomes, learning indication and range of evaluation.

Address key competences for lifelong learning (see Recommendation of the EU Parliament [2006]);

Patterns and models for the design of effective lessons and activities; Pedagogical Design Patterns and Lessons will be designed in order to make it transferable to any teacher who would like to instantiate the process of gamifying content.  

D3.2 Curriculum "How to instruct teachers to use game elements and game mechanics in VET teaching" revised Version (M23)