Gamification in Interdisciplinary Education Erasmus Project
General information for the Gamification in Interdisciplinary Education Erasmus Project
Project Title
Gamification in Interdisciplinary 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 : School Exchange Partnerships
Project Call Year
This project’s Call Year is 2019
Project Topics
This project is related with these Project Topics: Creativity and culture; Research and innovation; ICT – new technologies – digital competences
Project Summary
Context and background:
We feel that our educational systems should be adapted to the needs and interests of our pupils. This means we should implement IT-tools. In our project, we’re going to look into what our pupils feel would make classes more attractive. We are going to focus on different topics: culture, mathematics, history, language learning, science, geography and art. For each of these topics, the participating pupils are going to develop digital “games” that can be used in the classroom.
Objectives:
– creating a vast database of digital games, didactic approaches, presentations that will make classes more interesting, attractive and interactive.
– Familiarising pupils and teachers with digital applications to facilitate learning in a more playful environment
– Raising pupils’ and teachers’ cultural awareness by exploring the culture of the partner countries
– Building on and extending the pupils’ knowledge of the different topics that will be addressed in the course of the project.
– Improving the quality of education by implementing digital games
– Overall improvement of cognitive, critical, social, communicative, digital skills (improved interest and results in specific subjects).
– A growing awareness of the opportunities offered by the European citizenship;
– An improvement of English proficiency, IT- and social skills among the participants.
Number and profile of the participants:
More or less 20 students per partner school aged 15-19 will be actively involved in the project.
Description of the activities:
We are going to have six meetings with the pupils in six different countries. Every meeting will have one central topic. Before each meeting, every school will be assigned an aspect of the central topic. The pupils will have extra classes and during these classes, they will develop ten educational games and work on assignments (e.g. a classroom presentation of their country’s culture). During the meetings, the host school will organise a welcome party and all results will be collected, presented to the other pupils and tested. The pupils from the different countries will also work together on a joint digital assignment. Every mobility, there is going to be at least one lecture about digital technology with a workshop for the pupils. There will also be cultural visits. At the end of each mobility, the pupils will fill in questionnaires to assess the mobility. After the mobility, all the created materials, photos and videos will be uploaded.
Description of results and impact:
With regard to the six topics, we would like every group of pupils of every school to produce ten online educational games per topic. So, in the end there should be 360 different games that will be available for use.
Every meeting, one matrix per topic will be created by the pupils. In the end we should have six matrices.
We will create a webpage where all the materials can be found.
There will be an online platform (eTwinning) for the contact between the teachers and pupils and the exchange of documents and informations.
Every school will prepare introductions about their own country.
Every school will organise cultural visits during the meetings.
Long term benefits:
We are convinced that all schools can benefit from the results of our project. The implementation of new technologies and digital applications will improve the quality and efficiency of our education. Moreover, it will help to keep pupils interested and motivated.
Participating pupils will benefit from the project because they will become familiar with these new technologies and digital applications, which will make them more digital media-savvy, a quality that will come in handy in their later academic and professional careers.
We also believe in the positive effect of our international meetings. Travelling to other countries to meet pupils and teachers and the cultural topic will improve the pupils’ and teachers’ cultural awareness. The work in international groups will stimulate their awareness of the fundamental values of inclusion and tolerance at the basis of the EU and at the same time will demonstrate diversity as an enriching factor rather than a problem.
Both pupils and teachers will gain insight in educational systems all over Europe from visiting the partner schools.
The participation in this project will contribute to the development of the involved schools in the long-term, as we all have plans to continue using its results in the years to come: the common website will be maintained and the communication among the partners will be kept alive, the project corner in each school will serve as motivation for other students to join any further projects, all final products will be used in each school and they might be interesting tools to plan CLIL classes.
We also expect an increase in the number of students applying for European projects and showing an overall improvement of cognitive, critical, social,
communicative and digital skills.
EU Grant (Eur)
Funding of the project from EU: 193200 Eur
Project Coordinator
Onze-Lieve-Vrouw-Presentatie & Country: BE
Project Partners
- Esprominho
- Institut Antoni Cumella
- Tóth Árpád Gimnázium
- Istituto d’Istruzione Superiore G.D. Romagnosi
- Obchodni akademie Tomase Bati a Vyssi odborná skola ekonomicka Zlin

