PROJECT INFO
G4E
GEEKS FOR EDUCATION – inclusive teaching and learning of STEM and digital skills by leveraging tech hubs and non-formal education
2020-1-FR01-KA201-080023
01/09/2020 - 31/08/2023
TECHNICAL INFO
ERASMUSPLUS
ACTION KA201
CALL 2020
CEN
Safa Funcadia
G4E
GEEKS FOR EDUCATION – inclusive teaching and learning of STEM and digital skills by leveraging tech hubs and non-formal education
Project Description
‘Geeks for Education’ is a European Erasmus+ project (2020-1-FR01-KA201-080023), with a duration of 36 months, ending on 31 August 2023, which fosters collaboration and synergies between school education, industry and non-formal learning environments. The project aims to support educators from these organisations, our ‘geeks’, to become competent teachers/trainers and to use digital technologies and STEM in a collaborative, creative, engaging and effective way, as well as to equip them with methods and tools to transfer knowledge to different students in an inclusive manner.
Objectives
- Incorporate play and gamification as a pedagogical tool to improve motivation and learning in the classroom.
- Develop and adapt playful methodologies (board games, role-playing games, cooperative dynamics) that facilitate the development of key competencies in students and teachers.
- Promote cooperation between educational centres to share experiences, good practices and game materials in the school context.
- Demonstrate that the controlled use of play in the educational environment improves the classroom climate, active participation and school performance.
Implementation
The project is implemented through the joint creation and experimentation of playful activities in the classroom, coordinated by teachers and gamification specialists. Workshops, seminars and training sessions are organised for teachers, in which they are trained in the use of educational games and co-design sessions applicable to different levels and subjects. Partners test these methodologies in their centres, collect evidence of their impact (observations, surveys and assessments) and share the results in transnational meetings. Resources and materials (guides, games, templates) ready for use in the classroom are developed and disseminated among other educational centres and associations.
Expected Results
A catalogue of validated playful methodologies and educational games applicable in diverse school contexts.
Improvement of student motivation, participation and collaborative work, as well as a positive classroom climate.
Strengthening of teachers’ didactic competencies in the use of gamification and active methodology.
Creation of a European community and network of teachers interested in the use of play and gamification in education.