2nd Learning teaching training activity.
From the 2nd to the 6th of November the online Gamification Training for school environments and education promotion took place in Gijòn, Spain. The project is co-funded by the European Commission within the framework of the Erasmus + programme (strategic partnerships for the exchange of good practice in the field of SCHOOL).
This second training involved all the 8 European partners of the project which are 4 schools and 4 non-profit organizations, respectively 2 partners from each European country involved: For the Czech Republic participated Garrigue z. s (project coordinator) and Střední zdravotnická škola a Vyšší odborná škola zdravotnická, Plzeň; for Italy, CEIPES and Liceo Statale G. Lombardo Radice; for Spain, CPR Gijón and IES Ribera del Tajo and for Turkey, Paydas Egitim Kultur ve sanat Dernegi and Hasan Fatma Onal Anadolu Lisesi.
The main objective of the project is to support educators, youthworkers and teachers to improve their skills in different fields of learning and education by integrating the use of gamification process in the learning experience. This will help them to strengthen their professional development and make their curriculum more attractive and interesting.
During this training the host, CPR Gijón, held several workshops to first understand how the gamification process works and then how to apply it in a digital context.
The particularity of the project is, above all, in the variety of partners, having the possibility to understand how gamification can be applied in schools but also in non-school contexts such as non-profit organisations is important to be able to use it in various ways with different target groups.
The partners learned what the pillars of gamification are and what to take into account to apply the process in their own learning paths.
Many tools for the creation of online learning pathways were tested such as Edpuzzle, decktoys, Quizziz etc…
The partners will meet again in 2022 for another training that will also involve students in experimenting with a learning path in which gamification will be applied.