Game Based Learning vs Gamification
Digital games are becoming increasingly popular among young people and the games market has an estimated growth of 16.38% by 2020 (Anon, 2015).
The popularity of digital games can still be illustrated by the growing number of companies, conferences and publications devoted to the theme (Breuer & Bente, 2010). 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 the development of games for mobile devices. For instance, advances in computer graphics hardware have contributed to an increase of graphical quality of digital games, allowing its growing realism (Anderson, Mc-Loughlin, Liarokapis, Peters, Petridis, & De Freitas, 2010).
Educational games for mobile devices are also becoming popular and their sales have surpassed non-mobile games (SGA, 2012). 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” (Jones, Issroff, Scanlon, Clough, & Mcandrew, 2006, p. 252).
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 on the need to integrate all students (with and without special educational needs) into regular education, as well as the importance of doing it properly (Osório, 2011).
According to Hersh and Leporini (2018, p. 587) all this context “gives a need for the development of learning approaches based on the media actually used by learners, which very definitely include games, while not excluding learners who prefer more traditional approaches”. 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 (Simões et al., 2013, p. 2) to engage the student in the learning process.
Course Duration and Costs
All costs of our courses can be supported with a grant under KA1 of the Erasmus+ programme.
Learning Together charges for a 6 days course 630 euros per participant (A+B).
For our 6 days course, the price fee is 480 euro for tuition and materials (6 day course x 80,00 Euros per day). This is covered with the course fee that you get with your KA1 grant: 80 euro per day.
Payment of 150 EUR per participant (total amount).
Each educational organization also receives 350 Euros per participant for organizational support. Learning Together will only charge you 150 Euros for administration and organization costs (Local organization, pedagogic support activities, learning validation, certification and Europass Mobility validation). This fee also includes our social program, which you can see below.
- Cultural Heritage day : Guide visit to the city of Porto.
- Visit to” Ribeira”and Boat Trip;
- Visit to the Port Wine Cellars.
The course fee for our 2022 courses have been adjusted to meet the new KA1 grant budget (Erasmus+ Program 2021-2027).
Before, sending organisations received 70€/day/person for course fees. Now, the new KA1 grant provides 80€/day/person.
Sending organisations also receive 350€/person for organisational support to cover organisational & administration costs from the Hosting organisation.
This course is about to promote the use of games in educational context, but also the use of gamification strategies to engage the students in the learning process. All course has a gamification process helping the trainees to apply those ideas and we will teach to use and produce learning activities with games.
To know the difference between Game-based Learning and Gamification innovative pedagogical scenarios
To know / apply Gamification processes in Educational contexts
To know / apply Game-based Learning activities in Educational contexts
To design a Gamification process using the seven characteristics of the innovative scenario
To design Game-Based Learning activities
To produce Games for Education