Published November 2, 2021 | Version v1
Report Open

Gamification and Game-Based Learning: Best Practices and Requirements for Digital Environments

Description

This report collects the findings and conclusions of the transnational research on "Gamification and Game-Based Learning: Best Practices and Requirements for Digital Environments", carried out by the consortium of the Sparks project, Strategic Partnership for Digital Education Readiness, co-funded by the Erasmus Plus Programme of the European Union.

In detail, the report collects the comparative results of the main three research phases:

  1. identification and analysis of 48 best practices in game-based learning and gamified learning experiences from each of the six EU countries of the Sparks consortium, such as Greece, Italy, Spain, Portugal, Poland and Romania;
  2. administration of a survey to 304 Vocational Education and Training experts to validate the key game mechanics, dynamics, components, and game features found as success factors in the best practices collected;
  3. ten Focus Groups with 144 educators and learners aimed to identify the target groups' requirements, challenges, and needs for gamified learning experiences in digital environments.

About the project

The project Sparks brings togheter six partner institutions from six countries: Lascò, project Coordinator (Italy); Bexley-C Level IT (Romania); Center for Innovative Education (Poland); ECOS-Cooperativa de Educação, Cooperação e Desenvolvimento, CRL (Portugal); Femxa Formación S.L.U. (Spain); Kyttaro Enallaktikon Anazitiseon Neaon - KEAN (Greece). The project's main objectives are developing innovative practices and tools for VET providers to use digital technologies for learning creatively and collaboratively and increasing the ability of VET learners, teachers and trainers to adapt to online learning. In a 24-month journey, from May 2021, the consortium will produce the following results:

  • this International Research on "Gamification and Game-Based Learning: Best Practices and Requirements for Digital Environments", carried out in the six countries involved. The six national and comparative research reports, including the findings and conclusions of transnational research of best practices and focus groups with VET teachers, trainers and learners, are available at www.projectsparks.eu
  • A Conceptual Framework for Gamified E-Learning Programs to support teachers and trainers in designing their gamified courses, combining game elements in different online learning stages.
  • Templates of Gamified E-Learning Programs, applying the Conceptual Framework and designed with mixed groups of VET teachers and trainers, through Co-design Labs, to be customizable, flexible and work with any curriculum.
  • An E-Learning Platform, which will provide a builder to create gamified learning programs by choosing and filling out the desired Template, managing the program and monitoring learners' progress, behaviour and engagement. The platform will be tested in pilot with VET providers and learners and refined accordingly. The platform will also host a long-term virtual transnational community of education and training providers interested in innovating their practices through digital game-based learning and sharing knowledge and experiences.
  • Support Material for the platform users, including video tutorials, e-learning modules and use cases for teachers and trainers, and an interactive user manual for learners.

Notes

This publication has received funding from the European Commission under the Grant Agreement number 2020-1-IT01-KA226-VET-008813, Erasmus+ Strategic Partnership project "Sparks".

Files

SPARKS_Gamification and GBL Research.pdf

Files (3.0 MB)

Name Size Download all
md5:58f503c88a3e890d37d95dd1f56d08ca
3.0 MB Preview Download