“Anyone who tries to make a distinction between education and entertainment doesn't know the first thing about either.”
- Marshal McLuhan
SERIOUS GAMES: THE LEISURE OF EDUCATION?
Using gamification as a vehicle for learning in the education process in general, is a very powerful idea. Clear successes of it in educational, business, military and industrial training, as well as research results, show strong indications of the cognitive, among many other, benefits of game playing.
Nowadays, there are literally thousands of ways games are being applied in learning contexts, including various approaches such as role-playing, board gaming, collaborative problem solving and other simulated experiences, across a wide range.
WHAT OUR PROJECT IS ABOUT…
Our project aims to tackle the entrepreneurial mind-set and entrepreneurial skills of adult learners, by developing a game-based learning method that can be used by adult education providers.
Our objectives include design, develop and validate a training curricula for teachers of adult learners that will include game-based learning methods in the classroom and evaluate its impact on adult learners. This experimental pedagogical plan is in line with the EU policy in the adult learning field that also suggests that game-based methods for learning are expected to contribute highly towards increased employability, social inclusion, competitiveness and active citizenship of adult learners.
WHO WILL BENEFIT FROM THE PROJECT?
90 adults from 6 countries are expected to benefit from increased entrepreneurial skills through the newly developed game-based learning method while 12 teachers will be trained how to use the method in the classroom. In addition, we will provide a proof of concept for policy makers to further boost the development of serious gaming methods in adult education.