gamiright- The right gamification for tackling early school leaving and disadvantage
Erasmus Plus Strategic Partnership - Innovation – SCHOOL EDUCATION
2020-1-ES01-KA201-082223
Download the project brochure
PARTNERSHIP
NEED / PROBLEM
-
Lack of motivation to learn.
-
Difficulty acquiring the minimum content and consequently low academic results.
-
Conflicts and lack of coexistence in the school and school environment caused because there are high levels of immigrant population, different ethnicities...
-
Lack of family involvement with the consequent neglect of their children's education and little coordination with the teacher.
objectives
-
Improving the MOTIVATION of students to learn so that during their educational process they have good experiences that make it easier for them to continue learning.
-
Increasing the ACADEMIC LEVEL of the students, thus increasing their motivation and preparing them to face higher stages successfully.
-
Increasing SOCIAL INCLUSION, the improvement of social relations and coexistence among students, thus contributing to the improvement of key competences such as personal, social and learning to learn, citizenship and civic responsibility and in cultural awareness and its expression.
-
Improving FAMILY INVOLVEMENT in the education of students so that they have strategies that allow them to actively contribute to the child's school life.
IMPACT / results
-
The first intellectual output is a pedagogical methodology and strategy based on a gamification program applicable to the 6 primary education courses which includes a methodology to increase family participation in the educational centre, as well as school and family coexistence with each other.
-
The second intellectual output is a professional methodological manual and report of results for the validation and improvement of the gamification program that will allow any teacher
newsletters