Game Based Learning
Expert Partner:
HI, UNIFI
Website:
Gamification for Fun, Engagement and Learning
-
Click to download
This handbook is designed as an aid for teachers who want to effectively integrate gamification into their lesson plans. The handbook is intended to accompany the training in gamification offered by the ACAδIMIA European Teacher Academy for Creative & Inclusive Learning. The process of gamification described here is based on clear, step-by-step worksheets that can be found at the back of this handbook. Gamification refers to the practice of applying game-like elements—such as points, challenges, rewards, and progression—to educational activities. The goal is to make learning more engaging, interactive, and fun, all while maintaining focus on key learning objectives.
-
Click to download
This handbook is designed for trainers who will lead gamification training sessions using the Practical Handbook for Teachers. The aim is to equip trainers with the tools and strategies necessary to effectively teach gamification methods, guide teachers through the worksheets, and support them as they integrate game elements into their lesson plans.
MIRO worksheet template
Gamification: Fun, Engagement and Learning
-
See here
Description
A method on the use of digital games in order to increase critical thinking and problem-solving in schools. G.A.M.E. (Goals, Accessibility, Motivation, Environment) is an aggregator of tools that allows to associate a series of conceptual devices already validated and widely used, even in different contexts, able to return to the designers of education (teachers and educators) a synthesis of the main elements of educational and didactic design related to the themes of inclusion and gamification.