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.
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In the following video, André Thomas, CEO of Triseum, a company which specialises on the development of learning games, summarises the benefits of game-based learning and highlights the risks related to it.
In order to implement a game-based learning approach, it is important for the teacher to be able to evaluate the learning potential of a game, given that the learning potential of commercial games designed for entertainment might not always be immediately clear – nor are all games which have been designed for learning effective. However, you should also consider the following important questions to evaluate a game’s learning potential: