CATEGORIES

Job Shadowing

CONTENT

GAMIFICATION

In the 21st century, technology is racing with time. And all teaching methods are in the past because technology has changed the teaching methods. All teachers try to find new methods to make their classes more effective, active, technological, and funny. Games and technological tools (such as web tools digital tools etc.) are terrains that teachers must explore to move in that direction. Games and technology represent change your classes’ atmosphere to facilitate exploration, learning-by-doing, and more immediate acquisition of knowledge and skills

 

Learning Outcomes:

All the participants will:

- Differentiate Games, Game-Based Learning, and Gamification
- Learn the elements of Gamification
- Create their digital classes and plan their gamified classes
- Design, plan and write sample units of lesson plans based on Gamification
- Have a guide to improving themselves to create a game-based lesson
- Increase their students’ motivation and make more effective classes

 

Objectives of the Program:

- Using the game-based methods
- Understanding the advantages and disadvantages of game-based usages in educational processes
- Creating and getting familiar with various games which can be used covering different content and activities to support learning
- Focusing best methods and practices and useful examples for using game-based tools and methods in education in different countries
- Experiencing group games to teach sharing and helping in their classroom settings
- Adding the ICT tools and Gamification strategies into technologies in a curriculum.
- Learning how to use the different features of game-based learning in education, choose the best, most suitable games for your classroom, and gamify your classroom using computers and mobile devices
- Experiencing how to gamify the classes and create a game-based learning environment
- Being familiar with the digital tools and e-platforms to gamify the classes

Methodology:

- Practical and skills-based learning
- Interactive learning,
- Hands-on activities
- Inspiring discussions on best practices
- Immediate feedback
- Working in groups
- Presentation

Target Group:

- Teachers, trainers, educators, school administrators, etc. (Primary and Secondary Level)

Preparation:

Before the program,

- A detailed questionnaire to indicate their level of experience, teaching backgrounds, and training will be completed by participants.
- They will also prepare a presentation to reflect their teaching method.

Validation:

- A participation certificate will be given to all participants.
- A Europass Mobility Certificate will be given if the participant demands it, as well.

DAILY SCHEDULE

1st Day

09:00-09:45 Ice-breaking activities and introduction of the program
Getting to know each other Presentation of the schools
10:00-11:00 What is a game & what is gamification?
Difference between games, game-based learning, and gamification
11:00-11:15 Break
11:15-12:00 Ways to integrate game-based strategies into technologies in a curriculum
12:00-13:00 Lunch
13:00-16:00 Cultural visits to some historical and touristic sites in the city
19:00-20:30 Dinner at a local restaurant

2nd Day

09:00-09:45 Welcome meeting with the teachers and students at the host school
09:45-10:00 Break
10:00-11:00 Visit and observe the classes and the teachers and see how and what the students take
lessons
11:00-11:15 Break
11:15-12:00 Observe the teacher when s/he gamify the classroom with computers and mobile devices
12:00-13:00 Lunch
13:00-15:00 Semi-evaluation session with Anatolia Team and the administrative staff at school

3rd Day

09:00-09:45 What is needed for gamification to work?
- What hinders gamification?
09:45-10:00 Break
10:00-11:00 How can teachers and students benefit from game-based learning and teaching
11:00-11:15 Break
11:15-12:00 Effective teaching strategies that encourage the active involvement of all students in a
productive educational process
12:00-13:00 Lunch
13:00-17:00 Outdoor Activities (visit to some cultural and historical places)

 

4th day

09:00-09:45 See how the students understand and listen better and more efficiently when the teacher
gamifies the lesson.
09:45-10:00 Break
10:00-12:00 See and observe how to use e-learning platforms: Docebo, Adobe Captivate, and Google
Classroom
12:00-13:00 Lunch
13:00-14:30 Meeting with the teachers and administrators at school and discussion of the current
systems.

5th day

09:00-11:00 Brainstorming: Is gamification implemented efficiently in your education system? What
should be done to add the gamification to your curriculum?
- Creating evaluation form using google forms
11:00-13:00 Filling out the evaluation forms
- Feedback session and Certificates

Pre-Registration Form