top of page

DISSEMINATION

“How New Digital Tools Help Adults Transform in Learning”: Presentation of Erasmus+ Project Games4You on EPALE

epalefrank.png

“Why Gamification is Essential for Adult Learning”: Presentation of Erasmus+ Project

Our colleague Rocío Garcia, from AIFED, has published an article on EPALE - "Games4You: Gamification as the Not to be Missed Essential of Adult Learning" in which she discusses why gamified learning is valuable in adult education context and the primary objectives of the Erasmus + Games4You project.

epaleroc.png
Stationary photo

Gamification X Education

Games4You Blog get 1000 readers

We are extremely happy and grateful... WE'VE SURPASSED 1,000 READERS ON OUR GAMES4YOU PROJECT BLOG!!!!

We encourage you to take a look at our new blog entries from the last few days Blog | Games4you

thanks readers G4Y (1).png

Presentation Erasmus + project Games4You on EPALE

Our colleague Ana Ferrando, from Avanzo, has published a post introducing the project aims and activities in the EPALE website, as a way to bring awareness of the project to adult educators all across Europe. Read it at: https://epale.ec.europa.eu/nl/blog/erasmus-project-games4you

image.png

ERASMUS DAYS

We’re thrilled to share that we recently participated in the GAMES4YOU meeting as part of the Erasmus Days 2024 celebrations! Young people from across Europe gathered to learn how to use avatars and explore digital learning platforms such as Kahoot! The session was filled with interactive activities, giving participants hands-on experience with tools that make learning more engaging and fun.

This event highlighted the importance of the EU’s Erasmus+ program, which empowers youth with opportunities for education, training, and exchange across Europe. Together, we’re shaping the future of education and fostering a stronger, connected Europe!

image.png

International Day of Sign Languages!

we celebrate International Day of Sign Languages! This day reminds us of the importance of inclusion and equal access to education for all, regardless of communication barriers.

At Games4You, we share this vision . We empower educators with innovative methods that make learning dynamic and engaging. Just as sign languages break down communication barriers, we promote continuous learning, strengthen digital education , and offer alternative pathways for learners of all kinds.

Join us in transforming education together!

485743058_1162017525716114_3333443577554612508_n.jpg
485287878_1162017595716107_2044587366335699871_n.jpg
485130109_1162017819049418_586490347410222424_n.jpg
485878779_1162017785716088_2350979095261009378_n.jpg
485765575_1162017659049434_5317494500455025506_n.jpg
485190951_1162017609049439_8262702132975777394_n.jpg

Harnessing the Power of Gamification in Education!

Gamification is revolutionizing education by introducing game-like elements into learning experiences. Whether it’s earning points, unlocking badges, or competing on leaderboards, this approach significantly boosts student engagement and motivation.

Research shows that gamification not only makes learning more enjoyable but also improves learning outcomes. By leveraging our innate desire for competition and achievement, we can create interactive and immersive educational environments.

Let’s encourage the use of gamification in our classrooms and help our students succeed through the joy of play!

486957167_1081090507394851_5503497815860926933_n.jpg
486692182_1081090650728170_2217915364533606531_n.jpg
486725541_1081090644061504_5432062941864337042_n.jpg
487159079_1081090664061502_5492437524235823835_n.jpg
486786190_1081090647394837_251507639439263075_n.jpg
486982109_1081090657394836_61693585499533740_n.jpg
496938794_1118128530357715_370933773429523902_n.jpg
498030201_1118128543691047_3264702810473765109_n.jpg

Presentation of the project at  Vocational Center E-DISNET - 03.12.2024

On 3rd December 2024, ASEDDEDIPE successfully hosted the presentation of the Erasmus+ project “GAME-BASED DIGITAL E-LEARNING – PLAYING TO TEACH” (GAMES4YOU) at the Vocational Center E-DISNET! This event marked the culmination of months of commitment and collaboration aimed at enhancing adult education through international partnership, innovative learning tools, and gamified training approaches. With the participation of stakeholders, VET trainers, adult and youth educators, and learners, the event showcased how playful, digital methods can create real transformation in lifelong learning.
 

Key Highlights:

Presentations featured project objectives, learner experiences, and innovative tools, demonstrating the personal and professional growth that can be achieved. Attendees engaged with interactive sessions and shared best practices in digital and game-based learning.
 

Impact Achieved:

  • Empowerment of Adult Learners

  • Participants learned how the project can improve their confidence, digital literacy and training techniques through gamification.

  • Strengthened Partnerships

  • The event strengthened links between local partners, promoting dialogue on inclusive lifelong learning approaches. Plans for future partnerships were discussed and launched.

  • Community Awareness and Engagement

  • The event significantly raised awareness of Erasmus+ opportunities among adults and local institutions. Community members expressed strong interest in participating in future initiatives.
     

Dissemination and Sustainability
 

Participants were informed that all project outputs, including tools and training modules, will be accessible online. Feedback from participants will be used to further improve and scale up the resources developed. A heartfelt thank you to everyone who contributed to the success of this initiative. The enthusiasm and collaboration shown at the event reflect our shared commitment to making education more accessible, engaging, and inclusive.

Presentation of the project at the Circus Tent (Winsen, Germany) - 15.06.2024

In June 2024, we were able to showcase our project to 11 organizations in the frame of the Circus Tent event celebrated in Winsen, Germany. We introduced the project’s goals and the materials to be developed for adult educators. We also delved deep into the importance of implementing gamification as a tool in adult education and its benefits in the motivation and the creation of dynamic lessons for adult learners. We received positive feedback from the adult educators present at the event.

WhatsApp Image 2024-06-27 at 12.43.42.jpeg
WhatsApp Image 2024-06-27 at 12.43.41.jpeg

Games4You​

ERASMUS+2023-2KA210-ADU-000174J66

©2024 por Games4You. 

The  product  developed  here  as  part  of  the  Erasmus+  project  "Games4You ERASMUS+2023-2KA210-ADU-000174J66"  was developed with the support of the European Commission and reflects exclusively the opinion of the author. The European Commission is not responsible for the content of the documents

The publication obtains the Creative Commons Licence CC BY- NC SA.

unnamed (2).png

This license allows you to distribute, remix, improve and build on the work, but only non-commercially. When using the work as well as extracts from this must

1.be mentioned the source and a link to the license must be given and possible changes have to be mentioned. The copyrights remain with the authors of the documents.

2.the work may not be used for commercial purposes.

3.If you recompose, convert or build upon the work, your contributions must be published under the same license as the original. Disclaimer

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.

bottom of page