Web2Tools and Gamification Erasmus Project

General information for the Web2Tools and Gamification Erasmus Project

Web2Tools and Gamification Erasmus Project
September 14, 2022 12:00 am
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Project Title

Web2Tools and Gamification

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 school education

Project Call Year

This project’s Call Year is 2020

Project Topics

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

Project Summary

Gamification in an education setting allow us to blur the lines between work and play. Providing teachers with a set of games isn’t enough but we are moving towards creating outlines for lessons – templates – where teachers can input their own curriculum content into an interactive individual or group-based game.

Classroom games allow for engagement of students not found in traditional lecture formats and foster healthy competition, ultimately driving students to achieve more.

Web2 tools are free digital programs that can be used for creating and sharing student-generated projects and products. They are interactive, multi-purpose, easy-to-use digital platforms that encourage students to collaborate with each other or create and share individualised response products.
As educators, we want to provide engaging ways for learners to interact with, and primarily, learn from course material. They are particularly helpful when used in conjunction with lessons meant to increase student engagement that require learners to collate information, or to use Oracy to explain their conceptual understanding through means other than traditional writing exercises. Web2tools also provide students an opportunity to interact with others as they share their knowledge.

By integrating gamification into the curriculum, learners can collaborate with classmates and share completed products/lesson outlines with peers in their class, learners in other sections, or other learners around the world. Through gamification, we can create opportunities for students to share what they are learning with a wider audience.

EU Grant (Eur)

Funding of the project from EU: 349429 Eur

Project Coordinator

International Links (Global) Ltd & Country: UK

Project Partners

  • Casa Corpului Didactic Dambovita
  • BLC (Wales) Ltd
  • Bishop Hedley Catholic High School
  • ASOCIATIA NEWPROJECTS
  • ADNAN MENDERES ORTAOKULU
  • Scoala Gimnaziala Tudor Vladimirescu
  • MERSIN IL MILLI EGITIM MUDURLUGU