
Gamification AI and ICT Integration: Transforming Teaching Through Playful Learning
The course will equip educators with innovative strategies for enhancing teaching and learning experiences through the integration of gamification AI principles and Communication Technology (ICT). Over 5 days, participants will delve into the exciting world of gamification, explore cutting-edge ICT tools and resources.
Description
Introduction to Gamification in Education
- Understanding gamification: Exploring the principles and benefits of gamification in education.
- Gamification mechanics: Learning about game elements such as points, badges, levels, and leaderboards.
- Applying gamification to learning: Identifying opportunities for integrating gamified elements into the curriculum.
Gamification Design and Implementation
- Design thinking for gamification: Applying design principles to create gamified learning experiences.
- Gamification strategies: Exploring different gamification models and techniques.
- Developing gamified activities: Designing and implementing gamified lessons and activities.Leveraging AI Tools for learning
- Introduction to AI tools for education: Exploring a variety of digital tools and resources.
- Gamification platforms and software: Discovering platforms and software specifically designed for gamified learning experiences.
- Hands-on exploration: Experimenting with ICT tools.
Learning objectives
- Understanding of the use of Artificial intelligence, Gamification Principles:
- Demonstrate an understanding of gamification principles and mechanics.
- Identify the benefits of integrating Artificial intelligence elements into educational settings.
- Analyze how gamification can enhance student engagement, motivation, and learning outcomes.
- Gamification Design and Implementation:
- Apply design thinking principles to create gamified learning experiences.
- Develop strategies for designing and implementing gamified lessons and activities.
- Incorporate gamification techniques effectively into the curriculum to enhance student learning experiences.
- Proficiency in ICT Tools for Gamification:
- Explore a variety of ICT tools and resources suitable for gamified learning experiences.
- Utilize gamification platforms and software to create interactive and engaging activities.
- Demonstrate competence in using ICT tools to design and implement gamified lessons and assessments.
- Integration of Game-Based Learning.
Methodology & assessment
Interactive Workshops: Facilitators lead interactive workshops where participants engage in discussions, share experiences, and explore key concepts related to gamification and ICT integration.
Hands-on Activities: Participants engage in hands-on activities and practical exercises to apply theoretical knowledge and develop practical skills in gamification and ICT tools.
Collaborative Projects: Collaborative group projects provide opportunities for participants to work together, share ideas, and co-create gamified learning experiences, fostering teamwork and communication skills.
Gamification simulations
Materials, digital tools & other learning resources
The participants are kindly asked to bring their laptops to the sessions.
Certification details
The participants receive the Erasmus+ certificate of attendance.
The certificates acknowledge the participant's active involvement and successful completion of the course or training activity.
It serves as a recognition of the participant's commitment to lifelong learning and professional development.
Pricing, packages and other information
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Price:400Euro
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Course package content:
The tuition fee, certificates, beverages during the breaks.
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Additional information:Description of the services and activities included in the course package (such as accommodation, meals, transport) or available at extra cost.
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Cancellation & changes:
Cancellation up to 30 days before commencement date: Cancellation Fee €250 per participant
Cancellation 30 days before commencement date or later: No refund.
There is no refund if a participant fails to complete the programme.
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Additional information:The options and conditions for change and cancellation, and the policy in case of unforeseen circumstances (force majeure).
Additional information
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Language:English
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Target audience ISCED:Primary education (ISCED 1)Lower secondary education (ISCED 2)Upper secondary education (ISCED 3)
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Target audience type:TeacherHead Teacher / PrincipalTeacher Educator
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Learning time:25 hours or more
Upcoming sessions
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