ACCEPT THE CHALLENGE! – Gamification IN on-line higher EDucaton Erasmus Project
General information for the ACCEPT THE CHALLENGE! – Gamification IN on-line higher EDucaton Erasmus Project
Project Title
ACCEPT THE CHALLENGE! – Gamification IN on-line higher EDucaton
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: Open and distance learning; Key Competences (incl. mathematics and literacy) – basic skills; ICT – new technologies – digital competences
Project Summary
The aim of the project is to make the offer of 4 universities more attractive by developing a set of innovative tools to support teaching process (in particular, remote teaching in the times of the COVID19 epidemic) addressed to academic teachers, and thus, to improve the quality of education at universities by 10.2022.
As part of the project, a set of results will be developed and implemented: 1 providing methodological foundations for the implementation of gamification: describing the prerequisites and guidelines for the process of gamification of the subject / course; 2 giving an example of applying gamification in practice (on the example of a fully gamified course / course in the field of entrepreneurship); 3 providing tool support in the form of the described tools that can be used during the didactic process as part of the gamified subject/ course. The products will take into account both: the perspective of stationary classes – traditionally conducted in the classroom, as well as remote classes, so widely used now in connection with the global epidemiological crisis.
Thanks to the development of the results, the set of didactic tools and methods will be supplemented with appropriately selected and adapted to the needs of students and educators new, innovative methods and techniques, aimed at increasing the teaching competences of academic teachers, and thus also their motivation and commitment, which will translate into ultimately increasing the quality of education at universities.
The most important results of the project:
• Gamification Body of Knowledge
• Good practice – an example of a gamified course
• Lecturer’s toolbox
The results of the project will be available in English and will be made available as Open Educational Resources, which will expand the scope of the project’s impact and the use of its effects.
The project will also create a solid basis for international cooperation and exchange of experiences between universities from Poland, Slovakia, Spain and Lithuania.
EU Grant (Eur)
Funding of the project from EU: 104165 Eur
Project Coordinator
WYZSZA SZKOLA INFORMATYKI I ZARZADZANIA Z SIEDZIBA W RZESZOWIE & Country: PL
Project Partners
- UNIVERZITA KOMENSKEHO V BRATISLAVE
- KAZIMIERO SIMONAVICIAUS UNIVERSITETAS, UAB
- UNIVERSIDAD DE MURCIA

