Third-party on-site course
LEARNING GAMIFICATION
Adapting lessons and activities for joyful and effective learning.
29.03.2024
Next upcoming session:
08.07.2024
- 12.07.2024
Portugal
,
Algarve
,
Faro
Description
Understand how Gamification can trigger joyful and effective learning. Learn how to design games, and plan lessons and activities to enhance student motivation, foster creativity, and critical thinking, and develop social competencies through team cooperation and positive competition. Discover how video games, simulation, augmented reality, and technology-aided outdoor activities can engage students and promote meaningful knowledge and competencies.
- Upcoming sessions:
- 2024-07-08 to 2024-07-12, Faro, University of Algarve, Portugal (Opened)
- 2025-07-07 to 2025-07-11, Faro, University of Algarve, Portugal (Opened)
Learning objectives
- Gamification benefits for student engagement and effective learning;
- Gamification, cognitive process, and motivation;
- Gamification, critical thinking, and creativity development;
- Planning and conducting a game-based lesson;
- Collaboration and positive competitiveness on gamified scholar activities;
- Digital games and technology-aided learning activities;
- Selecting games for specific student groups and subjects;
- Tools for collaboration in educational game-based projects;
- Game-based simulations augmented reality and 360 videos;
- Monitoring and assessing student performance on game-based activities.
Methodology & assessment
A brief introduction to each of the topics.
Participants share experiences and best practices on each topic in group and plenary sessions.
Participants experiment with the use of games, install, configure, and explore tools and apps;
Participants visit public and private schools, from different levels and observe infrastructures and resources and their usage.
Individually or in groups, participants prepare lessons, using games and apps.
Participants share experiences and best practices on each topic in group and plenary sessions.
Participants experiment with the use of games, install, configure, and explore tools and apps;
Participants visit public and private schools, from different levels and observe infrastructures and resources and their usage.
Individually or in groups, participants prepare lessons, using games and apps.
Certification details
Course participants will get a Certificate of participation and a Declaration of Obtained Competencies.Competences acquired will be validated by the course organizers on the Europass mobility. Participants must ask their national agency to issue the Europass.
Pricing, packages and other information
-
Price:400Euro
-
Package contents:Course
Additional information
-
Language:English
-
Target audience ISCED:Primary education (ISCED 1)Lower secondary education (ISCED 2)Other
-
Target audience type:TeacherPedagogical AdviserOther
-
Learning time:25 hours or more
Upcoming sessions
More courses by this organiser
Organisation picture
Organised by
ACJ International Teacher Training, Lda
Organisation picture
Organised by
ACJ International Teacher Training, Lda
On-site
SMART EDUCATIONAL RESOURCES
Next upcoming session
-
Faro or Lajes do Pico, Azores Island
,
Portugal
Organisation picture
Organised by
ACJ International Teacher Training, Lda