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A Vision of Learning - Gamification!
Date du début: 1 janv. 2015, Date de fin: 31 déc. 2015 PROJET  TERMINÉ 

The project "A Vision of Learning - Gamification!" is a true modern initiative of our organization. Our dedication to technology and educating youth about new technological innovations has resulted with a project idea dedicated on Gamification. For the youth exchange in Metz, France, 42 representatives from 6 countries: France, Poland, Czech Republic, Croatia, Turkey and Belgium will gather in order to learn and discuss more about this recent phenomenon in internet technology. The youth exchange will take place from 4-11 October 2015. "Gamification is the application of digital game design techniques to non-game problems, such as business and social impact challenges. Video games are the dominant entertainment form of our time because they are powerful tools for motivating behavior. Effective games leverage both psychology and technology, in ways that can be applied outside the immersive environments of games themselves. Gamification as a business practice has exploded over the past two years. Organizations are applying it in areas such as marketing, human resources, productivity enhancement, sustainability, training, health and wellness, innovation, and customer engagement. Game thinking means more than just dropping in badges and leaderboards; it requires a thoughtful understanding of motivation and design techniques. This youth exchange examines the mechanisms of gamification and provides an understanding of its effective use of certain games into the learning process."-Coursera ( These aspects of practical application of the learning experience gained through games will also be a topic elaborated throughout this seminar. The participants will be able to learn and discuss more about the gaming and social inclusion, and also to use the game to learn more about culture, gender issues, racism, discrimination and European citizenship through building their worlds in the simulation game Second Life.



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