LEARNING GAMIFICATION

Adapting lessons and activities for joyful and effective learning.
Online course

Photo by Cottonbro from Pexels

Course Info

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, critical thinking and develop social competencies by 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.

 

Main contents

  • 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.

* The course is held in the English language. English A2 (CEFR) level is recommended, but trainers are experienced in helping students with English language difficulties.

Course program

Day 1

  • Course and participant presentation;
  • Understanding Mobile devices hardware and Operating Systems;
  • Using and managing a mobile device.

 

Day 2
  • Integrating ICT and mobile devices in the classroom;
  • Maximizing the use and the benefits of e-learning tools;
  • ICT tools and apps for planning and preparing lessons;
  • Application group task.
 
Day 3
  • Tools and app to deliver and explore contents;
  • Tools and app to deliver and explore contents.
  • Tools and apps to monitor and assess student performance
 
Day 4
  • A virtual visit to the most iconical sites in Algarve, using digital resources;
  • Using apps to ease all steps of the teaching and learning process.
 
Day 5
  • Adopting mobile devices and adapting strategies;
  • Course evaluation;
  • Certification.

 

Note: The course program can be changed according to participant's profile, local holidays or other unpredictable reasons.

 

Target group

Primary school teachers, Secondary school teachers and School managers.

 

Course methodology
  • 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;
  • Individually or in groups, participants prepare lessons, using games and apps.
 

Course fees
 

Certification

Course participants will get a Certificate of participation and a Declaration of Obtained Competencies.

Print course program