top of page
Tall Building
WHITE LOGO.png

GAMES 4 YOU

Game-based digital learning. Playing to teach
       ERASMUS+2023-2KA210-ADU-000174J66

3.png
PLEVEN CONTEMPORARY MEDIA FOUNDATION.jpg
ASEDDEDIPE_logo_BIG.png
299720542_105322895627940_4728419725606482096_n_edited.jpg
PLEVEN CONTEMPORARY MEDIA FOUNDATION.jpg

We are happy to announce the start of the new project: “Game-based digital learning. Playing to teach ERASMUS+2023-2KA210-ADU-000174J66”. The Project consists of 4 European partners: AIFED, which is the coordinator, SYLLOGOS EKPAIDEFSIS KAI ANAPTIXIS ATOMON ME IDIKES ANGKES, AVANZO and Contemporary Pleven Media Foundation.

The general objective of this project is to provide digital training tools to adult educators with an approach based on the gamification methodology, that is, the use of playful methodologies as a didactic and psycho-pedagogical resource in adult education and training. This new methodology is to be based on gamification by trying to elicit the development of intrinsic motivation in adults.

The specific goals are:

1. Motivate educators with challenging new teaching methods. Facilitate the teaching process for educators working with adults to avoid the monotony of a more traditional teaching approach


   2. Make the learning process dynamic. Make the learning process fun, entertaining, participative and dynamic for the adults who participate in a training/educational action


3. Increase the digitalization. Increase the digitalization of the participants in the teaching-learning process


4. Foster different learning processes for weak categories. A more inclusive education that facilitates the learning of adults who have fewer opportunities to access training exclusively for them due to a lack of digital skills or a low level of education


5. New digital skills. Train educators with new skills for the digital age so that they can apply them even during tThe project is of great importance because it provides adults with a new methodology to generate continuous learning. The fruits of this learning will then be spendable in the labour market, combating long-term unemployment. We believe that the introduction of new pedagogical methodologies in the teaching-learning process, such as gamification, will contribute to the acquisition of new knowledge about certain educational contents in adults.heir face-to-face classes.


 

PARTNERS

 

​




 

3.png
ASEDDEDIPE_logo_BIG.png
299720542_105322895627940_4728419725606482096_n_edited.jpg
bottom of page