GAMES4YOU

Game-based digital learning. Playing to teach
ERASMUS+2023-2-ES01-KA210-ADU-000174566

The overall objective of this project is to provide digital training tools for adult educators with an approach based on the methodology of gamification, that is, the use of playful methodologies as a teaching and educational resource. In addition, the project incorporates a dedicated methodology and supplementary manuals designed to adapt its content to a wider range of target groups within adult education, including unemployed adults, adults with disabilities, adults in prison, and intergenerational groups, ensuring that the training responds to their specific learning needs. 

The project has six specific objectives: 

  • Avoid the monotony of traditional approaches to teaching. 
  • Make the learning process enjoyable, fun, participative and dynamic for adults participating in a training/educational action, regardless of their background or personal circumstances. 
  • Increase the digitisation of participants in the teaching-learning process, on the one hand for educators, who will have to make use of ICT, and on the other hand for learners, who will acquire digital competences and skills by using online games. 
  • Promote more inclusive education that facilitates learning for adults who have fewer opportunities to access training, including the specific target groups mentioned above. 
  • Create tools that can be understood by immigrants with poor reading and writing skills, while also improving accessibility for other profiles with diverse learning needs. 
  • Provide educators with new skills for the digital age that can also be applied during the classroom and adapted to heterogeneous learning environments. 

To get more information, visit our project website: 

Results

To see the results of the module you want to check, click below.

Our partners

Scroll to Top