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Digital games are becoming increasingly popular among young people, and the games market has an estimated growth of 19.38% by 2025. 

Game Based Learning vs Gamification

Course summary

Porto, Portugal

6 days

Erasmus+ KA1

480€

Digital games are becoming increasingly popular among young people, and the games market has an estimated growth of 19.38% by 2025. The popularity of digital games can still be illust rated by the growing number of companies, conferences and articles devoted to the theme. At the same time, the continuous evolution of information and communication technologies (ICT) is leading to increased sophistication and potential of these games and to their development for mobile devices.

 

Educational games for mobile devices are also becoming popular and their sales have surpassed non-mobile games. Mobile devices seem to give their users a very strong sense of control and ownership which has been highlighted in research on motivation as a key motivational factor.

The idea of control has often been discussed in the context of the use of technology in learning. Ideally students should perceive themselves as being in control of their learning process. Thus, the importance of freedom to define the tasks in which the students want to be involved is supported by the emphasis on control and motivation for learning. 

There is also an increasing recognition about the need to integrate all students (with and without special educational needs) into regular education, as wel l as the impor tance of doing it properly. There’s a need for the development of learning approaches based on the media used by learners, which very definitely include games. The use of digital games as learning tools is known as Game-Based Learning. A concept related to Game-Based Learning is gamification. Gamification applies elements associated with video games (game mechanics and game dynamics) in non-game applications to engage the student in the learning process.

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Pricing Details

Our pricing policy follows the official regulations on transparent costs.

The costs can be supported with a KA grant under the Erasmus+ programme.

Course fee: 480 euros per participant (6-day course).

Includes:

  • Learning Together’s Welcome Kit;
  • A Daily Program designed by our trainers;
  • Welcome Dinner to meet your new colleagues;
  • Daily Coffee Break;
  • Logistic, organizational and administrative support from headquarters;
  • Daily assistance and on-call support throughout the whole week.
  • Daily assistance and suggestions (restaurants, sightseeing, hospitals…) – we also have a section on our website dedicated to Discovering Porto (eating, sleeping, sightseeing suggestions) that we always recommend our participants to check out.

Course Objetives

This course’s objectives focus on promoting the use of games in educational context , as well as gamification strategies to engage students in the learning process. Through gamification processes, this course helps trainees apply these ideas and use and produce learning activities with games.

 

Learning outcomes:

  • Know the difference between Game-based Learning and Gamification innovative pedagogical
    scenarios;

  • Know and apply Gamification processes in Educational contexts;

  • Know and apply Game-based Learning activities in Educational contexts;

  • Design a Gamification process using the seven characteristics of the innovative scenario;

  • Design Game-Based Learning activities;

  • Produce Games for Education;

  • Enhance English communication skills;

  • Identify & share good practices that can be implemented at a local level.

Daily Program*

  • Welcome dinner,icebreaking
  • Meet & greet, networking – participants and staff
  • Week briefing & planning
  • Introduction – game-based learning vs gamification: a playful approach to learning
  • Games presentation
  • Why Games in School? Lucidity vs Serious learning?
  • What is Game Based-Learning and Gamification? (Differences between them) 
  • The Gamification Process – Narrative as a motivational element; 
  1. Rules: implicit or explicit; 
  2. Tasks: the student must accomplish a set of tasks to level up (game logics); 
  3. Levels: the student is motivated to improve performance through increasing difficulty levels; 
  4. Competition: create a healthy competitive spirit among students; 
  5. Collaboration: collaboration strategies between students;
  6. Motivation: extrinsic (tasks, goals, levels) and intrinsic (own interest or pleasure in the activity) 
  • Practical: Design & produce a Gamification
    Process (Apps in education) 
  • Games to develop competencies & achieve learning objectives 
  • Game-based scenarios to develop collaborative skills, problem-solving, communication, critical thinking & digital literacy 
  • Practical: Design & produce a Game-Based Learning activity 
  • Practical: Plan activities using Game-based Learning and Gamification processes: Multiple Choice; Scales; Word Cloud; Open-ended; Augmented Reality; Ranking 
  • Game-based Learning & Gamification as monitoring and evaluation processes in education 
  • Work presentations 
  • Learning outcomes’ validation
  • Certification Ceremony 
*This schedule/ program describes likely activities but may differ based on the trainer's discretion and objectives.

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