[email protected] +39 055 48.97.00

 

The European project entitled V4T was funded by the European Commission in the framework of the Erasmus+ Programme, KA2 - Strategic Partnership for higher education. The V4T European project has been written and coordinated by Pixel in cooperation with the project applicant and scientific coordinator Universitat de Valencia (Spain). The V4T European project is aimed at providing future teachers with a comprehensive reflection on the innovation of didactic methods through the use of videogames and ludic apps for mobiles.

 

Funding Programme

Erasmus+ Programme, KA2 Strategic Partnerships for Higher Education

Theme

Digital Education

Target group

Higher Education, School Education


Project Reference

2017-1-ES01-KA203-038370

Date

01-11-2017 | 31-10-2019

Role of Pixel

Technical Coordinator

Project Details

Project Title

Videogames for Teachers

Context

When launching the 2013 Communication Opening up Education, the Commission highlighted that, despite many investments and initiatives in the field, between 50% and 80% of students in EU countries never use digital textbooks, exercise software, broadcasts/podcasts, simulations or learning games as tools to learn.
Also, according to the Communication, most of the teachers do not considered themselves as 'digitally confident' or able to teach using digital solutions at their full potential, even if a high percentage (around 70%) of them is interested in using innovative digital based approaches if backed up by more training and the necessary knowledge, skills and competences in using ICTs.
Within this framework Videogames and Apps are the two technological assets for which there is the highest gap between the existing and potential educational added value and the capacities of teachers to make full use of it.

Objectives

The project aims to:
- investigate the state of art as far as educational videogames are concerned, analyzing their characteristics and technical solutions, as well as their didactic potential and provide teachers with the skills to follow the evolution of the market and quickly adapt their teaching methods and contents to make full use of them.
- provide future teachers with a comprehensive reflection on the innovation of didactic methods through the use of videogames and ludic apps for mobiles.
- to provide future teachers with the basic knowledge of programming languages in order to make them autonomous in developing simple educational videogames and apps for mobile.

Target Group

The project identifies the following target groups and related needs:
Future teachers need to:
- develop an in depth picture of the actual state of art as far as educational videogames are concerned.
- develop the skills to follow the evolution of the market of educational videogames and apps and quickly adapt their teaching methods and contents to make full use of them.
- access to methodological, pedagogical and skills assessment aspects of the use of videogames and apps in educational contexts.

Results

The project will impact on direct beneficiaries providing them with:
- Reviewed educational videogames describing their characteristics and the technical solutions they adopt, as well as their didactic potential to be used for educational purposes.
- The necessary skills to follow the evolution of the market and quickly adapt their teaching methods and contents to make full use of them.
- Innovative pedagogic and methodological skills and competences to make effective use of videogames and apps in their lessons and to plan an integrated, organic and effective educational plan including the most innovative products available on the market.
- Comprehensive set of guidance materials and operative tools addressing the theme of innovation of didactic methods through the use of videogames and ludic apps for mobiles and to perform the assessment of competences, skills and knowledge according to the principles of the ECVET and ECTS systems, applying them to educational Videogames.
- Skills and competences to create their own didactical products that exploit Videogames and multimedia technical solutions for educational and training purposes.

Partners