Move to Enhance the Gamified Applications in Vocational Education Training (VET) Erasmus Project

General information for the Move to Enhance the Gamified Applications in Vocational Education Training (VET) Erasmus Project

Move to Enhance the Gamified Applications in Vocational Education Training (VET) Erasmus Project
July 7, 2020 12:00 am
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Project Title

Move to Enhance the Gamified Applications in Vocational Education Training (VET)

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 : Strategic Partnerships for vocational education and training

Project Call Year

This project’s Call Year is 2015

Project Topics

This project is related with these Project Topics: Open and distance learning; Research and innovation; ICT – new technologies – digital competences

Project Summary

Mega VET (Move to Enhance Gamified Applications at Vocational Education Training) project is directly related to the educational gamified course materials through several interactive activities. The fact that the term “gamification” first gained widespread usage in 2010 has emerged from the reasons specified below;
– “An EU-wide survey shows that while 70% of teachers recognise the importance of digitally-supported methods, only 20% of students are taught by digitally confident teachers and the percentages of teachers using information and communication technologies (ICT) in more than 25% of lessons has not increased since 2006. http://epthinktank.eu/2014/04/01/digital-opportunities-for-education-in-the-eu/”
– the ever-increasing curiosity and interest of all persons in education community for the new term ‘gamification’ and ‘game mechanics’. And the horizontal and vertical indicators related to ‘gamification’ and ‘game mechanics’ in Google Trends show that the graphic values of the words are gradually increasing, notably a big increase after 2011. (http://www.google.com/trends/explore#q=gamification)

Mega VET project gave mostly priority to the following objectives to be able to enhance the capacity and quality of the education system;
– the entrepreneurship among the individuals who wish to keep pace with today’s ever-increasingly technology, notably web-enabled devices and its outputs.
– tackling early school leaving and reduce the rate of the dropouts across Europe via educational testing service and training activities such as LLT activities,
– reducing the unemployment available in developing countries by creating new job opportunities and supporting vocational competences due to the fact that gamification is included to the education sector.
– embed vocational teachers and learners with the key competences and skills in accordance with the gamified online or offline training contents.
The Mega VET consortium involving 5 participant organisations has completely different and specific skills and profiles compared to each other;
Ortaköy, being located on the way of Samsun-Kırıkkale, in a rural area of Ankara has been offering theoretical and also practical training in the field of Electronics/Electrics, Machinery, Metal, Computing, Climating and Ventilation, Wood technologies. Ortaköy with 10-year experience in Erasmus+ projects has the ability to design printed materials, develop digital-supported tools, e-Learning modules and host many national/international events.
EPAL KAISARIANIS is a public vocational school which gives secondary level education in the field of mechanical engineering with specialty in:
* Vehicle engineering with specialty in mechanical and electrical automobile systems
* In the field of Electrical engineering with specialty in Electrical Installations
IPIA “M.O CORBINO” is made up of 39 classes with a population of about 700 students and 75 teachers. It is a state vocational school with different courses of studies: electrical, electric, mechanic, fashion and wellness.
AIJU research centre is a private, non-profit making organization aiming to boost research, development and technological innovation within toy and related industry, thus making it possible the achievement of a constant competitiveness increase in the sector.
School centre Novo mesto The secondary school of electrical engineering and technical gymnasium educates approximately 1000 secondary school students, who can choose among educational programmes in the fields of computer science, electrical engineering and technical gymnasium.

Mega VET Book, is a book which involves detailed explanation about the basics of Gamification, the positive ways of gamified applications, the cutting-edge innovations and news, benefits of gamification, teachers’ skills in gamification. The chapters and countries are listed above;
Turkey, Game dynamics and Mechanics; Italy, Benefits of Gamification; Slovenia, Gamification; Greece, Why and how to make it?; Spain, Teachers’ skills in Gamification.

Mega VET IST has a well-designed and heavy course agenda for the participants and public/non-public organiations wish to include in the future in adressing the following points; definition of gamification, game dynamics/mechanics, testing the game, the usage of the platform, the ability to develop mini game.

Mega VET Web-based Online Game is an gamified application involving educational topics having selected by partners except Spain in the field of Electrics/Electronics.

Mega VET Android, is an application involving a wide range of educational activities and runs on all mobile phones anywhere and anytime.

At the end of the process ongoing, as a Mega VET consortium have realized that fisrt our target groups, and the beneficiaries succeed in;
– integrating the gamified activities into the topics selected,
– offering a well-planned gamified content training
– having the spirit of self-determination to develop their own classes

EU Grant (Eur)

Funding of the project from EU: 193796,5 Eur

Project Coordinator

ORTAKOY 80.YIL MESLEKI VE TEKNIK ANADOLU LISESI & Country: TR

Project Partners

  • SOLSKI CENTER NOVO MESTO
  • ISTITUTO ISTRUZIONE SUPERIORE ORSO MARIO CORBINO
  • ASOCIACION DE INVESTIGACION DE LA INDUSTRIA DEL JUGUETE, CONEXAS Y AFINES
  • ANKARA REHBER AKADEMI DERNEGI
  • EPAL KAISARIANIS