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The Future of Education - Chalkboards and Gamifica..
The Future of Education - Chalkboards and Gamification in a Digital Society
Date du début: 19 oct. 2014,
Date de fin: 23 oct. 2014
PROJET
TERMINÉ
Participation in EcoMedia's 9th Thematic Education Conference in Hamar, Norway from the 19th October 2014: ''The Future of Education: Chalkboards and Gamification in a Digital Society''.
The central themes of the conference will be ''ICT Competence – Needs and Demands of innovative education''; ''Gamification'', i.e. the use of game-type elements and processes in non-game contexts; ''Digital Humanities''; Digital Schools and Society; Media Competence; Media in Society; and Sustainability.
Participants will be engaged in work on one or more of these themes, which we consider of Europe-wide importance and current relevance.
In schools a rapid development process in the use of modern communication technologies is noticeable (some examples would be: mobile phones, e-twinning, online resources, TwinSpace).
It will therefore be necessary for teaching professionals to engage critically with new developments, as well as develop familiarity with how they can be used in an educational context. Of particular importance will be that young people have their competencies strengthened in: national and international networking, competitiveness within the EU, foreign language learning, familiarity with foreign educational systems, awareness of broader horizons, greater tolerance, and personality development.
The designation ''Gamification'' represents to me a new attitude to knowledge transfer.
Since society's attitude remains that schools should use teachers at the front of the class, independent homework, group work and exercise books, certain modern technologies for teaching material do not yet hold the same value in the eyes of adults.
I can easily imagine that, by using these new educational techniques, we teachers could earn real brownie points among our students. By integrating game-like elements it should be possible to increase motivation among students, who would otherwise have to deal with monotonous or excessively complex tasks. Studies have already shown that such techniques can lead to a significant improvement in motivation and learning success among users. Above all, ''Gamification'' denotes the use of game-type processes in non-game contexts, for example in problem solving. The aim is to improve motivation for learners, or help them develop desirable behaviour patterns. ''Gamification'' should develop independence and decision-making skills in students, as well as provide help in problem solving. It should help to make normally dull tasks more satisfying to perform. The ability to complete tasks in pairs or teams will develop not only competence in the skill itself but also in teamwork – the value of which can be demonstrated to students directly. Working together helps create a class community – encouraging friendships, and more personal resolution of conflicts.
I am convinced that my participating in this educational conference could lead to a definite improvement in performance for the students at our innovative schools. I would also be able to bring back new ideas from the ICT field to my colleagues, which would help motivate them to adopt these in their work. When teachers are motivated and inspired, this carries over to students on an individual level in both the short and the long term, which helps our school improve its regional and national standing.
Through the use of ICT at different levels students can become aware of the additional competence it can provide, such as language abilities, intercultural confidence and experience in international teamwork, and how these can help them as they step into the working world. Communication through IT platforms should be a matter of course; the fact that a 'European state of mind' will be fostered among those involved is beyond question.
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