Did you know that play is considered an essential aspect of cognitive growth from early childhood all the way into adulthood? Think for a moment about your favorite games: isn’t it true that you could keep playing them endlessly? Whether it’s hide and seek, puzzles, building games, or board games, there are invisible connections linking our memories, experiences, and emotions when we play games. All these elements are connected to the intrinsic motivation and engagement that they stimulate in our minds! The latest edition of the course “Discover the Power of Game-Based Learning and Gamification in Education” was held in Tenerife from September 15 to September 21, 2024. Participants from across Europe attended, including Jelena Kallas and Kelly Lilles from Eesti Keele Instituut in Estonia, Markéta Novotná and Lukáš Matějíček from Gymnázium a hudební škola hl.m. Prahy in the Czech Republic, Kollarik-Kovács Dominika from Bethlen Gábor Általános Iskola és Gimnázium in Hungary, Øyvind H. Henriksen from Inland Norway University of Applied Sciences in Norway, Martyna Lichaczewska-Ziemba from John Paul II Academy of Biala Podlaska in Poland, Merilin Lembke and Erge Tamberg from Kanepi Gymnasium in Estonia, Sara Civale, Paolo Privitera, and Vanessa Sitzia from "IC C. Colombo in Italy, Max Böck from BRG Seestadt in Austria, and Julia Katharina Busse and Janina Haas from Erika-Rothstein-Schule in Germany. The training week was organized like a game, progressing through different levels from the start. Just as in the beginning of a video game, participants were asked to create their own characters to enter the game. Avatars, symbolic figures, and new superheroes were used as a foundation for introductions, showcasing each individual’s strengths and passions. This revealed just how rich and diverse our group was, truly reflecting the variety found in any classroom. In the first level, we examined the educational importance of play and how games can stimulate learning. We acknowledged that teachers are often “digital immigrants” in a world now filled with “digital natives.” Through a challenge to distinguish between gamification and game-based learning, participants gained better insight into the difference: gamification involves integrating game elements into a non-game context, while game-based learning is an instructional method where learning takes place through playing a game. In the second level, participants identified the most common gamification framework, which explains how eight primary internal and external motivators drive human engagement. One of the practical activities involved a role-play, where participants acted as the different types of video game players, helping them grasp the motivations behind game-based engagement.
The third level was focused on game-based tools and apps. We explored several traditional games and reworked them into more engaging educational tools. After completing all the challenges and battles, participants had the chance to create their own tools, both online and offline. In the second-to-last level, participants had the most immersive experience.We ventured outdoors for a scavenger hunt in the city center and then were “locked” in a digital escape room, where they had to solve puzzles to break free. Finally, participants worked on how to gamify their own classrooms, tailoring their strategies to fit their students' needs and characteristics. After successfully completing all levels, participants learned new strategies for transforming even the most traditional games into powerful educational tools. They also became familiar with modern online resources that can significantly boost student engagement and ignite a sense of excitement in the classroom! |
Welcome to the ELA Blog. Here you will find articles and photos of our courses and have a look at the topics addressed during the week in Bologna, Palermo and Tenerife. You will also have the chance to take a peek at our projects and check out what we have been up to.
Archives
September 2024
Categories |