OBJECTIVES
Main objective
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:
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.
1
Make the learning process dynamic
Make the learning process fun, entertaining, participative and dynamic for the adults who participate in a training/educational action.
2
Increase the digitalization
Increase the digitalization of the participants in the teaching-learning process
3
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.
4
New digital skills
Train educators with new skills for the digital age so that they can apply them even during their face-to-face classes.