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Teaching History to Disabled Students with Digitalised Gamification Tools
Meeting in the Netherlands
01/05 - 06/05, 2023
Meeting Report
Meeting Report

The first day the project coordinator informed the participants with the basic information about what gamification is and what elements are to be considered for a concept of games. She also disseminated an article by Lee, J.J. & Hammer, J.,Gamifiacation in Education: What, How, Why Bother?, 2011, Academic Exchance Quaterly, 15(2). The participants were summoned to read the article after which a nationwise group contest could be held. This induced however neither winners nor losers. Of course the discussions were followed by reflections on how game design, or rather game designs, could serve as a base for gamification. Already some first examples were given.


The second day was solely devoted to the on line introduction of the platform for gamified lessons for students with disabilities that is developed by the Turkish partner. The functionalities were explained and also how to make a good use of the platform. As the Turkish partner had to teach a part of the morning this presentation was held late in the morning and in the beginning of the afternoon. Because of (school) holidays in the Netherlands duing this first week of May visits to nearby school for students with impairments could not be made. Visiting some cultural events in stead formed than part of the programme during the meeting.

The third day and the fourth were bundeld to intensify the training programme. The training was concentrated on the motivation and the psychology of gamification. Participants were made familiar this way with the creation processes of questions or chalenges to activate the interests and motivations for learning by gamification. The Italian partner presented a learning game in the form of composing a survival kit by given the right answers to multiple questions. This very nice and instructive lesson game was developed by the students themselves. It was a good example of the methodologies to prepare lessons on gamification. So as well reflections were given on the already developed lesson plans by the participants.
The further training sesions learned in more detail what concerns there are about gamification, as well the limits of it as its dangers. 

[ partners ]
[ background - objectives - implementation - results ]
[ achtergrond - doeleinden [project result 1 - report - short summary ]
[ meetings ]
[ meeting in Poland | meeting in North-Macedonia | meeting in Italy ]
Strategic Partnerships (Key Action 2)
AGREEMENT NUMBER 2021-1-PL01-KA220-SCH-000023916
[ I.E.R  International Excellence Reserve | > | I.E.R. European Projects - TECH-GAME ]

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