Let’s PLAY! Game Based Learning – (extra)ordinary education

Project facts

Project promoter:
Non-public In-Service Teacher Training Center Progresfera(PL)
Project Number:
PL-EDUCATION-0097
Status:
Completed
Final project cost:
€119,373
Donor Project Partners:
Nord universitet(NO)
Other Project Partners
Eduexpert(PL)
Programme:

Description

The main objective of the project: developing innovative games for young people with elements of gamification and gamebased-
learning and popularizing the use of gamification / GBL with the support of a transnational partner in the period
01.08.2020-31.07.2022.
The project, implemented with a partner from Norway, provides for the development of teachers’ knowledge and skills in the field
of GBL, as well as the creation of innovative educational games, and thus is associated with the 2 objectives of the Education
Program - the professional development of staff working in the field of formal education and institutional partnership for quality
improvement educational offer. It enables the development of open educational resources (free games), incorporates new
teaching methods (GBL) and develops teachers’ competences.
The final recipients are teachers who will take part in the training conference / educational workshops, and people e.g. teachers
/ students who will decide to use the prepared games together with GBL tutorials. Benefits for students: education will be less
threatening for them, but more attractive and motivating. The project’s innovation consists not only in popularizing the teaching
method hardly used in Poland, but also in inviting teachers to create educational games - thanks to which this will be tools
tailored not only to curricula, but also - the needs and capabilities of teachers and students themselves.
Objectives in the project:
- teachers education: encouraging them to use games more often and promoting innovative teaching methods
- improving teachers’ competences in the use of gamification / GBL and designed games in the teaching process (using
application tutorials).
Project results:
1. Development of innovative 3 analog games with elements of gamification
2. Preparation of publication on the impact of participation in the game development process on the approach to gamification
in education.

Summary of project results

Let''s PLAY! Game Based Learning - (un)ordinary education aims to popularize gamification and game-based-learning (GBL) in the Polish education system. The main objective of the project was to develop innovative games for young people with elements of gamification and game-based-learning to popularize them with the support of partners from Norway and Poland. The cooperation between the Partners was unreserved and corresponded to the assumptions of the application.

In accordance with the assumptions, 2 results of intellectual work (RPI) were implemented in the project - 3 innovative analog games for classes based on gamification/GBL and a publication on the impact of participation in the game development process on the approach to gamification/GBL. The first game - "Ring! Ringing! Served to the table" is intended for early school education classes. Educates, among others logical thinking, math and language skills. The game "Wild Freak Farm", for grades 4-8 SP, develops knowledge of nature, logical thinking and reading. The game "Matlajf", designed for the oldest students from secondary schools, develops the ability to cooperate, compete and strategic thinking, based on solving mathematical tasks.

Summary of bilateral results

Cooperation with NORD University was crucial for the implementation of the project. The Norway partner was responsible for the substantive preparation of teachers from PL to create educational games. His experience (conducting classes for students in the field of game design) allowed, with the existing time constraints, to provide the necessary knowledge during the study visit, thanks to which the teams working on RPI 1 could start work. Also during the work on the games, the help of Norway specialists was invaluable - and it influenced the final shape of the games. Thanks to the participation in the project, the partner could use a research group that is difficult to access for him - teachers from Poland, who approach the creation / use of games in education. The publication will be presented by Partner as one of the scientific works. The joint adaptation of the thematic scope of the conference, and then the games themselves, to the Polish education system (inspired by the Norwegian system) increased the knowledge of the Partners on both sides. Inviting some speakers (such as the creators of Kahoot) to the conference was only possible due to the contacts of the Norway Partner - and at the same time it was a factor that greatly increased the interest in the project among Polish teachers. Joint analyzes and brainstorming also allowed to overcome potential difficulties related to the implementation of the project in times of a pandemic (e.g. providing convenient e-tools, shared drives, online task boards). Work on RPI 1 and RP 2 required constant cooperation between the institutions participating in the project. The established relationships open the way for further cooperation - the project leader wants to further promote the idea of ​​GBL and gamification in the Polish education system (organization of postgraduate studies, idea for an e-tool project), and he is provided with substantive support and inspiration by Partners.

Information on the projects funded by the EEA and Norway Grants is provided by the Programme and Fund Operators in the Beneficiary States, who are responsible for the completeness and accuracy of this information.