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Gamification of Digital Learning – GDL

ClientClient nameYear2023AuthorAuthor nameShare

Interesting for you if you are looking for resources on gamification, especially for teachers who want to make their lessons more interactive, engaging, and inclusive. 

Resources created:
– A Compendium of Methods for Gamification in Digital Learning
– A Technical Toolbox
– A free online eLearning Course
15 Pedagogical Sequences
30 Explanatory Tool Sheets

 

PROJECT SHEET

GDL is a 2-years project coordinated by a Belgian organization, LogoPsyCom with the aim to integrate innovative approaches best suited for online learning, and support teachers in using tools to keep their learners engaged and competent. The other partners are Euphoria Net Srl – Italy, Colegiul Tehnic Mihai Bacescu – Romania, IMS Private School – Cyprus and Technikum Informatyki Edukacji Innowacyjnej – Poland.

The project aims to foster secondary school teachers’ and educators’ competencies in gamification for an engaging, inclusive and high-quality digital teaching and learning experience.

By developing a methodology and giving practical examples and guidelines to support teachers in using gamified online practices, the project’s objective is to enable all students to participate, improve their skills and enjoy the learning process.

AVAILABLE RESULTS

 A Compendium of Methods for Gamification in Digital Learning: a guide explaining in detail what gamification is, what the benefits of its use in education are, and how to realize gamified lessons, through guidelines and practical examples of activities to be carried out in the classroom.

     – A Technical Toolbox with a selection of more than 40 tools currently available online to be used for the gamification of digital learning, such as Kahoot!, Animaker, Edpuzzle, Genially, PanQuiz!, and many more. Each tool sheet contains an explanation, concrete examples, and in-depth resources.

     – A free online eLearning Course for teachers and educators, consisting of 3 modules that explain, simply and practically, what gamification is and how to realize gamified lessons step by step. There are videos, examples, infographics, self-assessment quizzes, and many additional resources. At the end, a certificate of completion of the course is issued.

     – Pedagogical Sequences: 15 examples of lesson development on specific and indicated topics where gamification elements are used, such as quizzes, flashcards, escape rooms, interactive images. For each pedagogical sequence, the learning objectives, time required, materials, and many resources for further study are indicated.

     –  30 Explanatory Tool Sheets of the gamification tools describing the procedure on how to use the tools used in the lessons: from how to log in to how to realize the gamification element step by step to how to share it with students. Each step in the explanatory sheets is accompanied by pictures that make the whole process clearer.

 

All resources are available in 6 languages (EN, IT, FR, GR, RO, and PL).

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.

Project code: 2021-1-BE01-KA220-SCH-000027778

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