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The final products of project Culture heritage and Gamification in Education were

1) A digital game with 33 monuments from Greece, Italy and Spain. You are a young scientist who tries to “Save the world” at https://cultureheritagegamification.com/ (credentials needed, check here)

2) Cultural Guides for 90 monuments with multimedia resources, from Greece, Italy and Spain (different versions in Greek, Italian, Spanish and English -in Word and PDF)

Cultural Guides in PDF

Cultural Guides in Word at Drive Folder here

Monuments in PDF

Monuments in Word at Drive Folder here

Scenarios in PDF

Scenarios in Word at Drive Folder here

Etwinning

Visit etwinning pages https://school-education.ec.europa.eu/en/etwinning/projects/culture-heritage-and-gamification-education

Facebook

Visit Facebook page https://www.facebook.com/cult.gam.edu

The Erasmus+ European Project KA227: 2020-1-EL01-KA227-SCH-094519 “Cultural Heritage and Gamification in Education” (CultGamEdu) of the Department of Greek Philology of Democritus University of Thrace was presented at the stand of the Democritus University of Thrace at the Thessaloniki International Fair.

A large number of people visited the stand of the Democritus University of Thrace at the International Fair from 10 to 18 September 2022. Visitors were informed about the activities, the results and the topicss of the project:

Skills development and integration through creativity

Integration and empowerment through inclusion and empowerment through creativity

Social and educational value of European cultural heritage

Creativity and culture

Digital skills.

Visitors at the Thessaloniki International Fair. had the opportunity to try out one of the project intellectual outputs, the digital application CultGamEdu, and to engage in activities through which students and educators playfully come into contact with elements of European cultural heritage.

The project partnership involves the partners:

Department of Hellenic Philology of the University of Thessaloniki – scientific coordinator Georgios Tsomis, General Lyceum of Iasmos, SME V.E.M. SRL, Pellaro Calabria, Istituto Istruzione Superiore P. Mazzone, Roccela, Calabria, NGO Associació Meraki Projectes de València, IES El Sobradillo School, Sobradillo, Tenerife, Spain, Edrase Chalki. The project is coordinated by I.CO.N, Rhodes, lasting two years and co-funded by the European Commission. The national agency of the project for Greece is the State Scholarship Foundation.

You can follow our project at

https://gameculture.eu/

https://twinspace.etwinning.net/175403/pages/page/1841198

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https://cultureheritagegamification.com/

Get credentials to play the game at https://docs.google.com/document/d/1tyB-441png38rKmEUqzfKhPB6yJvsA2L/edit?usp=sharing&ouid=109508807014396863711&rtpof=true&sd=true

INSTRUCTIONS

ΟΔΗΓΙΕΣ

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.

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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.

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