SChOOL GAMES – Digital Game-based Approach to Education Erasmus Project
General information for the SChOOL GAMES – Digital Game-based Approach to Education Erasmus Project
Project Title
SChOOL GAMES – Digital Game-based Approach to Education
Project Key Action
This project related with these key action: Cooperation for innovation and the exchange of good practices
Project Action Type
This project related with this action type : Partnerships for Digital Education Readiness
Project Call Year
This project’s Call Year is 2020
Project Topics
This project is related with these Project Topics: New innovative curricula/educational methods/development of training courses; Open and distance learning; ICT – new technologies – digital competences
Project Summary
Coronavirus pandemic has caught our formal education sectors by surprise. It has thrown both our teachers as well as students to the reality of online distance learning. The digital online tools used for distance learning were oftentimes disengaging and not user friendly to students nor teachers. Skills as competences of teachers to use these tools, were also low in many cases.
In this context, sChOOL GAMES project will tackle some of these key challenges that our education system faces and which were highlighted by the COVID19 pandemic through achieving these objectives:
O1: To develop quality and free educational software – 3 digital educational games
O2: To develop understanding how best to incorporate digital games into subject-specific teaching
O3: To train and build the capacity of educators to provide high quality, inclusive education through digital games.
These objectives lead to fulfilment of the overall goal of our project, which is to equip educators, notably high school teachers, with innovative digital tools (digital educational games) and build their capacity to deliver high quality inclusive digital education.
The main benefactors of reaching this goal will besides teachers be the students themselves, who will have an opportunity to progress their knowledge, skills and competences through these games in three high school subjects: History, Geography and Biology.
We will design these games in a way, which will conform to the curricular needs of the teachers in high schools. We will achieve this through numerous consultations with the teachers, and also public institutions dealing with curricular plans as well as pedagogical methodologies.
Mobile games together with pedagogical methodologies developed in this project will be used in two ways:
• as a teaching tool (technology helping the teachers to teach; Teaching with mobile gaming technology), and
• as a learning tool (technology helping the learners to learn; Learning with mobile gaming technology).
TARGET GROUPS:
1. The primary target group are educators, notably high school teachers, who will be equipped with hands-on tools and methodologies and trained to apply them in their work
2. The secondary target group, which will benefit from tools developed by the project:
– school students,
– students’ parents
EU Grant (Eur)
Funding of the project from EU: 162356 Eur
Project Coordinator
Butterfly Effect & Country: SK
Project Partners
- Liceul Tehnologic Sebes
- LEAF
- Impact Games
- CRHACK LAB FOLIGNO 4D ODV
- Hemisféra ľavá o.z.

