gaming-1.jpg

Gamification

Tools to teach and develop
social skills against gaming addiction

Description and main aims

Draft proposed program

We all now know what gamification means and all teachers of Europe experienced in the last years the explosion of this trendy new way which started with the intention to make teaching more appealing and fun (“The Power of Gamification in Education | Scott Hebert | TEDxUAlberta“).

The general definition is: “Gamification is about taking something that is not a game and applying game mechanics to increase user engagement, happiness and loyalty!”.

According to a research published on the European Journal of Contemporary Education (https://files.eric.ed.gov/fulltext/EJ1146137.pdf )

“Similarities and differences of the methods between "gamification" and "games" (as well as "gamification" and "game based learning") have also been looked upon up until now. However, "gamification" and "game" terms are still being mentioned as substitutes for one another sometimes in many research articles. Although a mixture of methods are being used nowadays in the whole learning process (e.g. flipped learning together with gamification, mobile learning and infographics etc.), naming the "whole" learning methodology being used in an educational project/research only as "gamification" (or only as a game/GBL) is yet another common issue that may lead us to misunderstand the gamification concept”. 

In the past - but also nowadays - teaching is considered standardized and static, so boring and ineffective for students, especially from 12/13 years old until the end of secondary school. Kindergarten and primary school are still considered the best moment to teach when kids are still in the mood of being educated while, from the adolescent stage of life, students become adults suddenly and we can’t exclude the big role played by the media and social media in the life of everyone. Our course wants to investigate in the topics of gaming and gamification understanding the process of rapid digital transformation happening which brought to use game-based-learning as a praxis for many teachers who feel now comfortable in using games, but also design and develop games/apps/websites or other tools to teach the subjects we know making lessons a continuous laboratory.

Gamification also means business because behind it there are companies who started to make money in education developing educational tools, new technologies, softwares and digital infrastructures. 

Teachers are professional educators and in the last years they have been in the middle of “social - economical and political” deep changes which started radical revolutions in the educational sector; especially with COVID pandemic, they were all forced to teach online. Finding new ways to make online teaching appealing has become even more challenging. 

Most think that schools are never ready and education continues to remain static and rigid. 

From the other side, there’s gaming which is the action of playing games. We assume that at school students don’t play games but the rest of their time is inevitably occupied by social media and games. Education plays a role in preventing games addiction that is a real problem of the actual generation of adults and teenagers. 

Teaching the difference between “gaming” and “gamification” and learning together with students that these phenomena can be addressed to improve teaching and develop social skills instead of the already known consequences of gaming addiction (isolation, depression, irritability, aggressiveness etc…). 

 

Target group

Teachers can be any kind of teacher working in a public or private school or educational institutions

 

Like all our programs, the present one is flexible and adaptable to special requests, depending on the subject taught or on the starting level of the participant. 

Furthermore, in line with the JUMP Academy method, our courses are based on a strategic balance between formal and nonformal education, indoor and outdoor education and the team takes care of a very important aspect of international mobility which is the intercultural learning which we develop with short excursions and facilitating the interaction with local partners, especially schools of the territory. 

We always try to connect our learners to local teachers and students to cooperate in developing innovation and networking for future projects. If possible, inside the program, a morning is spent inside a local school, visiting, observing, and cooperating in the realization of one or more lessons. The proposed program JUMP works, in European dimension and with an international spirit, at the local level and, according to the period of the training along the year and the weather, it is possible to change some sessions and add visits and meetings, in cooperation with our network of partners including schools involved in European projects).

The importance of social skills is already part of modern teaching methods thanks to the EU Recommendation for Lifelong Learning. 

Social emotional skills can help students set goals for themselves and build positive relationships with peers. They can also lead to long-term societal benefits that extend far beyond the individual child.

The course intends to clarify these aspects and find a balance in order to know what tools and games can be classified under the item “educational games/tools” and also know the world of gaming among youths, finding a meeting point in terms of skills developed and social skills in particular. 

Training modules

  1. Module 1: Gaming and gamification nowadays. Terms/definitions and trends in education

  2. Module 2: EU guidelines and points of reference. Gamification into the so-called “Digital transformation of education”

  3. Module 3: Games/tools and other innovations classified under “Gamification/Educational tools”

  4. Module 4: Gaming phenomena and social skills 

  5. Module 5: Making distinction between tools and understanding the good balance

  6. Module 6: Practices and methods nowadays to integrate digital tools in teaching

  7. Module 7: My learning pathway. Design my way of learning on the topic and transfer it to daily teaching

 

Program

Sunday: arrival of participants, welcome by the B&B, social dinner, free time and relax.

Monday: 09:00 - 12:00 first briefing by organizers, presentation of the team, logistics of the local context, program overview and changes, moving to the city center. Outdoor team building game “The Mission Impossible in Soverato by JUMP”. Getting to know the Cultural Heritage of the Calabria region. 

12:00 - 13:00 lesson. Introduction to Module 1: Gaming and gamification nowadays. Terms/definitions and trends in education

13:00 - 14:30 lunch break

14:30 - 17:30 lesson. Module 2: EU guidelines and points of reference. Gamification into the so-called “Digital transformation of education”

Tuesday: 09:30 - 13:00 lesson. Module 3: Games/tools and other innovations classified under “Gamification/Educational tools”

13:00 - 14:30 lunch break

14:30 - 17:30 lesson. Starting Module 4: Gaming phenomena and social skills 

Wednesday: 09:30 - 13:00 lesson. Continuation of module 4.

13:00 - 14:30 lunch break

14:30 - 17:30 lesson. Module 5: Making distinction between tools and understanding the good balance

Thursday: 09:30 - 13:00 lesson. Module 6: Practices and methods nowadays to integrate digital tools in teaching

13:00 - 14:30 lunch break

14:30 - 17:30 lesson. Practical workshop and study case.

Friday: 09:30 - 13:00 lesson. Module 7: My learning pathway. Design my way of learning on the topic and transfer it to daily teaching

13:00 - 14:30 lunch break

14:30 - 17:30 Outdoor excursion to an old village on the coast in Calabria.

Saturday: 09:30 - 12:00 lesson. Closing the course: Evaluation and delivery of certificates, checking the Learning Mobility Agreements and administrative receipts. In the afternoon of Saturday afternoon, or free time or proposed  ​Intercultural activities or an excursion "Discovering Calabrian old towns and traditions". Final social dinner among participants. 

 

Certification and number of days

JUMP certifies or 36 hours for 6 days course (6*6) or more if needed adding extra hours per day. Or 30 hours for a 5 days course (6*5). 

The course can be also extended to a 2 weeks course with the options 10 days or 12 days course if asked and agreed, depending on the project of the sending organization. 

10 days are excluded from the weekend (5+5), 12 days are from Monday to Saturday morning (6+6). 

 

Cost:
The cost is fully covered by the Erasmus grant. Write to associazionejump@gmail.com  to ask for information on costs and the services provided to plan your mobility project in Soverato with JUMP.

PLAN YOUR SESSION

JUMP organises a training every month of the year excluded in the Christmas period.

If you're a writing a KA1 project, please, plan the most suitable period for you and your team starting from the 1 of July every year and then, when you will know if your project is approved, we will write each other and we will confirm dates and sessions planning together. If you prefer to write and you need a formal confirmation, please write to associazionejump@gmail.com