About the project

The Gaming for skills project takes place between 1.11.2020 – 31.10.2022, in international partnership with organizations from 6 countries: Romania, France, Belgium, Cyprus, Spain and Greece and is funded by the European Union through the Erasmus + program, Key Action 2, Strategic Partnerships in the field of School Education.

The project aims to develop practical guidance needed by teachers in the use of video games in cross-classroom teaching, as well as to encourage students to create their own games in experiential learning projects.

Partners

  • YuzuPulse – France
  • International Center for Education – Romania
  • C.I.P. Citizens in Power – Cyprus
  • SCS LogoPsyCom – Belgium
  • Associaciao per a la Creacio i Estudis de Projectes Socials CEPS – Spain
  • Science View Helenic Association – Greece

Why Gaming for skills?

Teachers need guidance to use video games in the classroom

Guidelines for teachers exist, but they are few. Either they are vague and unsuitable for the teaching process, or they are written for specialists and therefore inaccessible to the majority. Moreover, myths and perceptions about video games are also a challenge in teachers’ attempt to use these tools in the teaching process.

Video games can be important vectors in transversal and innovative pedagogies

Although interdisciplinary and competence-based education have been identified as priorities in EU policies since 2006 (Recommendation 2006/962/EC of the European Parliament and of the Council of 18 December 2006 on key competences for lifelong learning) there is little guidance from EU ministries on how to implement these objectives.

For these reasons, we will work on developing practical guidance for teachers in the use of video games in cross-classroom teaching, as well as to encourage students to create their own games in experiential learning projects.

Results

  • A brochure that will include the reasons why video games can be used in the teaching process
  • A Practical Guide to Using Video Games in the Classroom
  • 4 experiential libraries that will include 88 pedagogical modules, using games from different perspectives: spectator, creator, single player or multiple players.