the-fun-factor-gamification-for-inclusive-education

The Fun Factor: Gamification for Inclusive Education

This partnership involves special education schools addressing the unique challenges faced by students with Special Educational Needs (SEN) by implementing gamification to enhance learning, engagement, and retention, while focusing on updating teachers' skills in this modern approach and transferring the gamified curriculum to a digital platform, especially in response to difficulties exacerbated by the pandemic.

Project name: The Fun Factor: Gamification for Inclusive Education

Project ID: 2023-1-LT01-KA220-SCH-000151145

Project type: KA220-SCH

 

Partners:

• Klaipedos Litorinos mokykla – Lithuania

• Kocatürk Danismanlik Özel Egitim Hizmetleri Turizm ve Proje Hizmetleri Ticaret Sanayi Limited Sirketi Türkiye

• Global Education Center B.V. – Netherlands

• Asociacija IVAIGO - Lithuania

• Zespol Szkol nr 6 w Rybniku – Poland 

Description

This partnership involves special education schools catering to students with various Special Educational Needs (SEN), who face learning difficulties and disabilities compared to their peers. Due to these unique challenges, tailored education approaches are crucial. Originating from the difficulties faced by special education schools in Lithuania, the project aims to address the complexities exacerbated by the pandemic, requiring modern and dynamic education methods. Special education teachers need updated approaches but struggle to keep pace with technological advancements. Thus, the project focuses on Gamification, a modern and inclusive approach that enhances learning through fun and interactive elements. Gamification promotes student engagement, social interaction, and better retention of information. Two key results are targeted: enhancing teachers' skills in gamification education and transferring the gamified curriculum to a digital platform.

Objectives

-       To ensure that school personnel gain professional skills in line with the "Gamification" education approach in schools providing special education services;

-       Developing a gamified education curriculum (R1) for use in special education and developing a web-based education platform to facilitate access to this curriculum (R2);

-       To improve the educational approaches used in our institutions for students with SEN and the pedagogical approaches of special education teachers;

-       Supporting special education teachers to have more digital education resources that they can benefit from;

-       To make education more interesting for our students by integrating the curriculum we will develop into institutional education, creating a fun learning environment in our schools, and improving their cross-skills by increasing their social interactions;

-       To develop the educational approaches that we use in special education according to the needs of the age.

-       Supporting the 'Digital Transformation in Education' goals of the Erasmus+ program.