

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. These tools and approaches are designed to be adaptable to a broad range of target groups, including unemployed adults, adults with disabilities, adults in prison and intergenerational groups, ensuring that the methodology remains relevant across diverse learning contexts.
This new methodology is to be based on gamification, aiming to stimulate the development of intrinsic motivation in adults, while taking into account the specific needs and conditions of the different groups involved.
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.