“Culture Heritage and Gamification in Education” is related to the utilization of cultural heritage in education, by integrating the strategy of gamification in the modern school. As technology influences and is influenced by culture, and in this context, dialogue between them is more relevant and imperative than ever. The integration of this strategy is dictated by both pedagogical and socio-economic reasons, which stem from the influence of science and technology in the modern world. The digitization of cultural heritage and its integration into various subjects in school should go with an integrated approach to cultural heritage that, instead of isolating it from everyday life, encourages interaction between it and civil society.
Democritus University of Thrace – Department of Greek Philology
School of Classical Studies and Humanities
The use of games is internationally recognized as a good practice for increasing learner motivation and engagement in the learning process. Gamification helps develop higher-order skills such as critical thinking, synthesis, and information analysis. Τhe evolution and effectiveness of educational games, combined with the high motivation and pleasure they offer for the user, has given impetus to the development of gamification methodology.
On Wednesday , 23 of June 2021, the kick-off meeting of the Erasmus+KA227 project “Culture heritage and Gamification in Education” (CultGamEdu) took place online aiming to take the first step towards achieving its goals, review the partners’ tasks and schedule the first LTTA due to Covid 19 restrictions in October 2021.
As educational gaming moves from a future technology to a practice found in more and more classrooms, educators are recognizing game-based learning’s (GBL) potential to engage students and help them prepare for future learning.
By ensuring that games meet certain requirements, educators will find themselves on the path to choosing an impactful game that goes beyond the typical drill-and-practice or end-of-unit reward game.