Game-Based e-Learning Programs
Creators
- 1. Akira
- 2. TEAM4Excellence
- 3. Konya Provincial National Education Directorate
- 4. Carol I Commercial College
Description
In the rapidly evolving landscape of education, the integration of game-based learning has emerged as a powerful tool to actively engage students and boost their motivation in learning, deeply challenged by the pandemic. In this context, four organisations from Romania, Italy and Turkey created a multidisciplinary consortium to implement the “Game-Based Learning: Innovative e-learning pedagogies for VET educators” (INNOVET) Erasmus+ project. The consortium, building on a comprehensive study on Gamified solutions for vocational e-learning developed in the scope of the project, designed a set of templates for game-based e-learning programs. This publication serves as a comprehensive guide, outlining the methodological approach, development process and outcomes, as well as the usability of these templates. Co-created and validated by teachers and trainers from three countries, these templates aim to empower vocational education and training providers in designing captivating and stimulating learning experiences for their students.
Chapter 1 introduces the publication, setting the stage for the exploration of guidelines for using templates of game-based e-learning programs. The chapter offers an overview of the significance of gamification and game-based learning in the context of vocational education and training. It highlights the need for engaging and motivating learning experiences to enhance students' skills and knowledge acquisition.
Chapter 2 delves into the methodological approach employed during the development process. It provides insights into the strategies and techniques utilised to develop the game-based e-learning program templates. The chapter discusses the collaborative efforts of teachers, trainers, and the Erasmus+ transnational research consortium in designing effective templates through co-creation and collaborative validation with teachers and trainers in the three countries.
Chapter 3 provides an in-depth analysis of the development process undertaken to create the game-based e-learning program templates. The chapter outlines the development stages involved, from the Co-creation Lab in Italy to the Validation with teachers and trainers. Furthermore, the chapter provides a comprehensive guide to the game-based e-learning program templates developed by the consortium, offering detailed descriptions of each template, highlighting their features, objectives, and target audience.
Chapter 4 presents the conclusions drawn from the research findings and highlights key recommendations for utilising the game-based e-learning program templates effectively.
Chapter 5 provides recommendations for tailoring the templates for different target groups and education and training contexts.
Notes
Files
INNOVET Game-Based e-Learning Programs.pdf
Files
(4.4 MB)
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Additional details
References
- Acomi N., Acomi O, Akinci E., Andrei R. E., Aydin I., Bencu Z., Constandache M., Dima A., Dudan A., Lanzetta M. & Ordine F. (2022). Gamified solutions for vocational e-learning (Version 1). Zenodo. https://doi.org/10.5281/zenodo.7316089.