Creating an Online Platform for Cooperative Learning Erasmus Project

General information for the Creating an Online Platform for Cooperative Learning Erasmus Project

Creating an Online Platform for Cooperative Learning Erasmus Project
July 7, 2020 12:00 am
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Project Title

Creating an Online Platform for Cooperative Learning

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 adult education

Project Call Year

This project’s Call Year is 2018

Project Topics

This project is related with these Project Topics: New innovative curricula/educational methods/development of training courses; ICT – new technologies – digital competences; Pedagogy and didactics

Project Summary

All of the institues involved in the partnership have faced the growing demand from their participants to keep up with the technical development . They would like something more of an off-site course than the instructor’s use of a ppt or use of his laptop for listening activities.
Participants – l especially Y and Z generations – are looking for novelties, they want quick access to information. They would like to participate on the courses interactively and they are in favour of experiential and experience-based learning.
Our institutions have recognized that collaborative learning, instant feedback system, and gamification are concepts that are lacking in off-site trainings. The tools used to make the learning strategy more efficient, valuable, and enjoyable (such as a smartboard) do not work off-site and the Y-Z generation favors innovative solutions rather than traditional forms of training
Within the framework of our project, we create a system that is considered to be innovative:
– PLATFORM INDEPENDENT: The system can be used by students and / or teachers via any modern internet browser.
– OPTIMIZED FOR GROUP LEARNING: The platform we develop and the games we develop for require groups and not individuals.
– OPTIMIZED FOR FACE-TO-FACE TRAINING: it can be used primarily for face-to-face trainings within groups. For this reason, it is important that it does not require significant preparation from teachers, and can even be used on an ad hoc basis. It was a compulsive experience during the project that the system can be used in online contact courses as well (Zoom, Skype, Team).
– COLLABORATED: Developing competencies through user collaboration was a key goal in the design and implementation of the system and the related games.
– GAMIFICATION: all games created were designed to promote experiential learning in an enjoyable way
The project was completed in 35 months instead of the planned 24 months, and the international project meetings had to be reorganized several times due to the pandemic situation, so fewer partner meetings were held than originally planned. The project resulted in 4 intellectual outputs: the Classm8 framework, 20 pre-programmed games that can be played within the framework, a manual with specifications, and an adult-licensed training program to help to use the system and create games. The system was also introduced in an international environment in September 2021 as a part of a multiplication event.

Project Website

http://classm8.org

EU Grant (Eur)

Funding of the project from EU: 143013 Eur

Project Coordinator

Antener Oktatásszervezö Kft. & Country: HU

Project Partners

  • Mentors International Team sro
  • Secure Solution Europe Ltd
  • Nista d.o.o.