ECOS Cooperative launches Sparks project in partnership with European countries

Project aims to develop innovative tools to help teachers and trainers to overcome the challenges of the pandemic

ECOS - Cooperative of Education, Cooperation and Development, in Faro, launched the Sparks project, whose objective is «the development of innovative tools to help teachers and trainers to overcome the challenges of the pandemic», with the initiative being part of the ERASMUS+ program.

The project intends to «support stakeholders Education and Training systems in overcoming the challenges posed by the pandemic, developing new tools for teachers and trainers», explains ECOS.

"Innovative online training experiences" will be created, based on gamification, "capable of increasing the motivation and involvement of your students in learning"

The Sparks project is a strategic partnership for Digital Education Readiness, having been launched in six European countries: Italy, Spain, Portugal, Greece, Romania and Poland, in which six organizations, companies and NGO will develop 'a new conceptual framework and platform for e-learning to create and deliver online learning programs based on game components, dynamics and mechanics».

After the project launch meeting, held in Caserta, Italy, in the first days of July, the project consortium «started the transnational research “Game-based Learning: Good Practices and Requirements for Digital Environments”, through the identification, collection and analysis of national best practices in the field of game-based learning'.

 


The research was carried out with a survey of more than 400 experts and students of Education and Vocational Training, through interviews and focus groups, and 48 game-based learning practices collected. The investigation was led by the Spanish company Femxa Formación and was divided into three phases.

The first stage was the identification and collection of 48 good practices for game-based learning and gamification experiences, with eight good practices being identified by each of the European Union countries in the Sparks consortium, following a common set of criteria.

In the second phase, the consortium developed an online survey as a quantitative research tool to validate the key factors related to mechanics, dynamics, components, and game characteristics found as success factors of the collected good practices.

In the third phase, 10 were implemented focus groups with the objective of meeting the demands and needs in digital environments of those involved in the project.

At the end, a transnational final report will be completed, with the research results “used by the consortium team to identify the process and characteristics of the system and the game elements to be transferred to a Conceptual Model for Gamified e-Learning Programs”.

Ultimately, the model will constitute 'the basis for the development of templates of programs from e-learning gamified and a platform for VET teachers and trainers to create and implement them», concludes ECOS.

 



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