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RESULTS

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In the first Module, you can explore the definition of gamification and its role in adult education, the history and evolution of gamification, and the benefits and advantages of gamification in adult education.

The Module contains useful information about what techniques can gamification contribute to adult education, and how gamification is used to make tasks more interesting, playful, fun and easy, different educational games in training and their benefits and advantages.

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In the second Module, you can explore principles and theories of gamification with digital tools, an explanation of the basic principles of gamification such as scoring, rewards, competition, and challenges, learning theories associated with gamification, and how to design effective gamified learning experiences (achieving objectives).

The Module contains important information about some theories associated with gamification, such as behaviorism, constructivism, self determination and the flow theory with its key principles.

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In the third Module, you can explore the main tools and technologies for gamification, an overview of platforms, software, and useful tools for gamification and selection criteria for gamification technologies.

The Module consists of the information, presents gamification platforms, which are complete systems integrating various game elements to engage and motivate users in educational or professional contexts, and the guides on  how to use these useful platforms for teachers/administrators and for students.

In the fourth Module, you can explore the practical strategies for integrating games into educational settings.

Moreover, you can learn about: understanding the difference between games as entertainment and as educational tools; exploring strategies to balance both aspects effectively; adjusting games to accommodate linguistic  cultural and educational differences among students; developing methods to personalize gaming experiences based on learners’ needs; addressing specific challenges related to language culture; and other influencing factors in educational gaming.

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.

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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.

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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.

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