TRAINING DETAILS

With the advancement of digital technology worldwide, the changing needs and expectations of society have brought digital competencies to the forefront in education. Although the concept of digital competency became more widely discussed during the pandemic, policy documents, conceptual frameworks, and scientific studies related to this subject had already been on the educational agenda of many countries before the pandemic. During the pandemic, teachers’ digital competencies were identified as one of the key factors affecting the quality and scope of distance education, making it a major focus of remote learning strategies.

In the EU Digital Education Action Plan (2021-2027), the goal is to improve the quality and quantity of digital technology-related education, as well as to develop the necessary infrastructures for the digitalization of teaching methods and pedagogies.

For students who have constant access to technology, integrating digital tools into learning environments significantly increases their engagement, attention, and motivation toward lessons. In the 21st century, where technology is deeply embedded in our daily lives, using technological tools that cater to students’ needs in educational settings has become essential.

The UNESCO Education 2030 Action Plan calls on governments to provide additional services and activities to reach disadvantaged and marginalized groups, ensuring that all students receive inclusive education within their national standards and regulations. As part of this initiative and in alignment with democratic education principles, all students should equally benefit from education services and study in the same environments without discrimination.

The European Union (EU) has developed various strategies to support education policies for disadvantaged groups and promote equity in education. Policies such as Equity and Access in Education, Programs Focusing on Disadvantaged Groups, Foreign Language Education, and Integration form the EU’s general framework, which each member state is expected to integrate into its education system.

The Erasmus+ Program also prioritizes the participation of disadvantaged students in international learning and teaching activities as part of its inclusive education strategy. As of 2022, the Erasmus+ Inclusion and Diversity Strategy aims to ensure wider participation from individuals and institutions of various backgrounds in the program.

TRAINING OBJECTIVES

The goal of this training is to equip teachers with the knowledge and skills necessary to integrate game-based learning methods and techniques into digital education. By enhancing their professional competencies in this field, educators will contribute to a qualified and productive workforce with strong digital skills.

Implementing game-based learning through digital teaching competencies at your school will:

  • Make learning more enjoyable, helping to reduce differences in students’ learning abilities.
  • Encourage teamwork and collaboration through engaging digital activities, increasing student attention and motivation while reinforcing real-life skills.
  • Strengthen classroom communication and create a more positive learning environment, particularly benefiting disadvantaged students by addressing challenges in school adaptation.
  • Improve foreign language communication skills.
  • Enhance personal and cultural development.

EXPECTED LEARNING OUTCOMES

During the course, participating teachers will:

  • Gain innovative knowledge on the use of digital games in education.
  • Develop professional skills in selecting, using, and integrating digital games into learning objectives.
  • Experience hands-on game-based learning, assess its benefits, and enhance their ability to contribute to and evaluate digital learning outcomes.
  • Share professional experiences with colleagues from different cultures and exchange knowledge.
  • Improve English language skills, as the training will be conducted in English.
  • Gain insight into European Union culture.

Upon completion, participants will receive the Europass CV and Europass Mobility certificates outlining their learning outcomes, serving as a reference for their professional careers and officially recognize their learning achievements across Europe.

TRAINING ACTIVITY PROGRAM

Day 1:

  • Overview of the education system, school types, and curricula.
  • Use of digital education and game-based learning in education.

Day 2:

  • Methods and tools used in digital education.
  • Designing game-based learning environments for skill development.
  • Digital storytelling and creativity, including sample stories.

Day 3:

  • Game-based design and game development.
  • STEM and project-based learning approaches in digital education.
  • Learning about simulation techniques used in digital education.
  • Exploration of game-based learning platforms:
    • EdApp, Kahoot, Gametize, Archy Learning, Hoopla, ProProfs.

Day 4:

  • Game-based learning in Social Studies.
  • Digital games that enhance Mathematics and Logic skills.
  • Digital game techniques for foreign language teaching.

Day 5:

  • Technical observation visit to an equivalent school in the region.
  • Interactive workshops on using game-based techniques in digital education.
  • Project evaluation meeting.
  • Final test, evaluation survey, and Europass Certificate Ceremony.