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GAMIFY YOUR TEACHING

The main aim of the Gamify Your Teaching project is to support professional development of vocational competences of teachers and trainers of entrepreneurship and to enhance ICT teaching through an innovative pedagogy and approach to teaching with the use of gamification.

To achieve this aim, the project puts forward two general objectives:

  • to create and test of simulation game with practical elements covering 7 entrepreneurship subject areas
  • to create and test methodology (didactic materials for Teachers) of teaching entrepreneurship with the use of the gamification

The project will directly engage VET Teachers from Romania, Italy, Lithuania, Poland, United Kingdom, Spain and Greece. The Teachers will participate in various stages of the project expressing opinions and testing didactic materials prepared especially for them. Also the students will be directly involved in activities. At the beginning they will tell game creators about expectations regarding the game, they will test and evaluate it.

Project Team

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Fabián GómezCEO

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Aleksandra StaszynskaProject Manager

What are the intellectual outputs of the project? (in terms of the tangible things the project intends to produce)

  • O1 Needs Analysis Report: the analysis will provide the game requirements (the level of ICT competence of VET teachers and general characteristics of the game).

  • O2 the Game: it will include 7 modules simulating activities teaching entrepreneurial skills divided into levels, based on scenarios and embedded content about entrepreneurship. Each level in the game will be a complete and playable “scene” following a case-solving approach, consisting of background (introductory) information, a number of possible learning paths to be taken in response to the decisions and actions made, and appropriate scoring measures defining the player’s individual performance.

  • O3 Didactic Materials for VET Teachers that aim at supporting teachers in using the game during theirentrepreneurship classes. The materials will be in electronic form, available for downloading from the project website and directly from the game interface.

  • O4 Collection of Case Studies: it will consist of a publication showing at least 35 examples of successful businesses which will serve as inspiration and motivation for entrepreneurial education.

We invite you to visit Gamify website:

GAMIFY PÁGINA WEB
PROJECT ENDS
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This post is also available in: Spanish

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