
<< Objectives >>For the European Union (EU) to be successful in the global markets, higher education institutions (HEI) must be able to produce independent, creative, entrepreneurial individuals, who understand inter- and multidisciplinary challenges.GAMEUP aims to enhance access to entrepreneurial education and create equal opportunities in the labour market for Higher Education Students by providing them tools and resources grounded on Entrecomp(EC,2016<< Implementation >>GAMEUP will implement 4 work packagesWP1-ManagementWP2- to develop a gamified self assessment and recommendation tool which will enable higher education students to raise their entrepreneurial competences WP3- to develop a gamified open online course to enhance higher education students’ ability on entrepreneurial competences WP4-to hold 3 project meetings to monitor and evaluate the project results and disseminate and exploit project results in the partner countries.<< Results >>GAMEUP will develop a gamified self assessment and recommendation tool on entrepreneurship and gamified online course in the frame the 4 work packages.As a result higher education students will enhance their abilities of to monitor readiness on entrepreneurship relevant for the labour market and the educational knowledge and competences by recognising the future trends and developments in the employment sector.
The knowledge, skills and attitudes of European teachers are of great importance. Within the ‘ET2020’ Strategic Framework for European Cooperation in Education and Training the New Skills Agenda for Europe (EC, 2016) and the Council Recommendation on Key Competences (EC, 2018), teachers’ quality and professionalism have a direct effect on how good learners do at school.They play a key role in achieving high quality education for all learners.Target 4.c of the Sustainable Development Goals highlights the need to increase the supply of qualified teachers, including through international cooperation for teacher training in developing countries.In today’s digital generation, gamification has become a popular tactic to encourage specific behaviours, and to increase students’ motivation and engagement to get the knowledge and skills. Though commonly found in marketing strategies in business among companies, it is now being implemented in many educational programs as well, helping educators to find the balance between achieving their objectives and students’ educational needs. According to Kapp gamification is “using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems.” (Kapp, 2012).Badges, leaderboards, progress graphs, points are some examples of these game elements.It has been proven by the research that gamification has increased enjoyment, engagement, motivation, participation and learning.(Cheong, Cheong, & Flippou, 2013; Su & Cheng, 2015; Tsay, Luo, 2018; Subhash & Cudney, 2018). At the same time gamification is an international tool which can be used in different educational systems, adapted according to the teachers’ individual needs and widely spread to the teachers’ practice. There are different ways of teaching and different ways of using gamification in every country, so that is why it is very useful to create a partnership on an international level and to share the best practice and ideas connected with implementation of gamification in the learning environment. GATE aims to support teachers in all subjects (from elementary to higher education) with a set of innovative gamification tools and practices to improve the effectiveness of their teaching by increasing the motivation of students to learn and to develop their attitudes towards the learning process by providing them:1)A web based Gamification ToolKit (GTK)2)An Open Online Course On Gamification(OOC)4 partners from Belgium,Turkey and Spain in a cross sectoral way aim to :Increase the capacity of teachers on the educational use of gamification Improve the supply of high quality learning opportunities in gamification tailored to the needs of teachers Raise motivation and engagement of students in the learning processThe dissemination plan will help to reach as many target groups and stakeholders as possible.Each partner offers a unique amount of knowledge and experience representing the sectors addressed in the project. The project is expected to have a significant impact on teachers and students in all levels as well as their organisations across Europe, largely related to the cross curricular activities as a means of providing a new and innovative approach to promote sustainability and developing related skills in schools,comprising digital tools and curriculum linked learning resources on gamification.It is anticipated that the resources developed during the project will complement and expand existing training initiatives at various educational levels across. During the lifetime of the project, 200 teachers, school leaders and educators, 100 students and parents (in pilots) and 475 stakeholders will be involved. A wider audience, of a minimum of 500 recipients, will be reached at local, regional, national and European level through the planned dissemination activities including 300 teachers and educators in 3 multiplier events in 3 different countries. The long-term impact envisaged is a better integration of students in all ages in the schools and a higher collaboration between schools, families and other external stakeholders, strengthening the school system in Europe.
<< Objectives >>VALUEBOX aims to enable educational staff to build an inclusive and high quality education as well as the European dimension of teaching in secondary schools,which are paramount for creating and maintaining a cohesive European society through providing them gamified training resources.<< Implementation >>WP2 aims to develop a new competence framework for teachers s on fundamental rights based on the common values of the EU WP3 aims to determine the related strategy to develop a gamified self assessment and recommendation tool which will provide teachers with an overview of themselves on teaching Common European Values WP4 aims to develop a gamified open online course with the goal to enhance teachers' ability to develop their own teaching competencies on Values Education<< Results >>With the help of 4 work packages,Valuebox will develop 3 project results.R1-Competence Framework for Teachers(COFT)R2-Gamified Self Assessment and Recommendation Tool for Teachers(SERT)R3-Gamified Open Online Course For Teachers(OOC)It is expected that teachers 200 teachers will be trained reaching 500 students on the integrating of European Common Values to secondary schools.