Adu Games

2021-1-PL01-KA220-ADU-000029730

Background

Main Goal

The general aim of the project is to develop gamification non-formal education
methodologies and instruments for adult educators. Read More Cube logo

Experience

AduGames is a common Strategic Project of organisation Regionalne Centrum Wolontariat in Poland, Asociatia Centrul Pentru Strategii de Dezvoltare a Tineretului (Romana), BB&R (Spain) and Mundus Bulgaria.
Gamification is the use of game design and mechanics to enhance non-game contexts by increasing participation, engagement, loyalty and competition. These methods can include points, leaderboards, direct competitions and stickers or badges, and can be found in industries as varied as personal healthcare, retail-and, of course, education.

Transnational

The transnational character of the project will contribute to the very high quality of the Outputs, their usefulness in many
countries and cultural contexts. What is more, it is very important with a view to building and adding solidity to the
European identity.

Intellectual Outputs

Explore the rich tapestry of intellectual outputs crafted through the AduGames project, a testament to innovative approaches in adult education. A captivating board game that immerses participants in a unique learning experience. Delve into the world of strategic thinking and teamwork with our card game, a dynamic version focusing on emotions, attitudes, and values. The Manual for Adults on How to Use Gamification Methods in Adult Education is a culmination of research and successful experiences, a guiding compass for educators venturing into the realm of gamified learning. Witness the intersection of creativity and outdoor education with our Outdoor Gamification Tools Design. Embark on a journey of discovery and empowerment with our Digital Platform for Adults Educators Community. The Best Practices Collection encapsulates the collective wisdom of our consortium, a treasury of insights garnered throughout the AduGames project.

1.3 AduGames Cover

Objectives

Teh HORIZONTAL Objective is: Inclusion and diversity in all fields of education, training, youth and sport

Objective 1

• To build up competencies of non-formal adult education practitioners for using gamification methods

Objective 2

• To explore gamification methodology in terms of practical examples, promote and improve its use in adult education all around Europe

Objective 3

• To share best practices of using gamification in adult education

Objective 4

• To enable the participants of the project, to act as multipliers of adult gamification

Objective 5

• To develop relevant innovative outputs

Objective 6

• To create long term cross – sectorial collaboration among diverse entities to work for support policy reforms in the field of adult education and sport at the local level

Priorities

Priorities of the project

The priorities are chosen by the consortium for the project AduGames: Creating upskilling pathways, improving accessibility and increasing take-up of adult education, promoting Erasmus+ among all citizens and generations. This project will develop 5 instruments based on the gamification theory and practical use in adult education, to respond to the needs of adult educators. These instruments will address adults who are the main practitioners that will use them, even if transversal use of the gamification based tools is highly recommended and will be tested in the project. Adults educators will be involved actors throughout the project, participating in TPM and multiplier events. They will have their say in the elaboration of the intellectual outputs but also a great contribution in testing these instruments. The project will be additionally implemented with the thought of the senior citizens and intergenerational education. All tools will be designed in a way that offering activities of education and exchanges of experiences to seniors, with view to
building and adding solidity to the European identity.

The project is also strongly connected with horizontal priority Promoting Erasmus+ among all citizens and generations as the gamification is something that can really connect generations and provide a space for cooperation and learning.

Gamification is a great tool for non-formal education and could be used in combination with facilitation process on order to build an effective intercultural dialog, to develope and to promote European identity culture and promotion Erasmus+
among all the stakeholders, which are our additional goals.
We are convinced, gamification – is one of the approaches with a high potencial level area for developing learning and
teaching methods and complete efficiant training courses.
Considering our experience, competences and goals, we found choosen priorities highly valuable and related to us

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