Video games can introduce a concept with which the player can interact and even think back on their own skills. This would be a perfect description for a school lesson, therefore institutions in Europe to advocate for their use in the classroom. Serious or educational game approach came with challenges: they are often less engaging to students. More than ever video games can be great vectors for cross-curricular and innovative pedagogies.
Our partnership will work on developing practical guidance for teachers to use video games in the classroom for cross-curricular teaching, as well as encouraging students to create their own games as learning by doing projects.
It will lead to:
- reinforce the development of key competences in cross-curricular collaboration, creativity & innovative learning
- support teachers with innovative teaching and assessment, to promote competence-based teaching & learning
- use digital & open pedagogies,
- promote access & use of ICT education by underrepresented groups, in particular learners with SLDs or girls
Project Intellectual Outputs:
- IO1 Booklet: when video games meet education
- IO2 Guide “Practical approach to video games in the classroom”
- IO3 Experience library & pedagogical sequences – Spectators
- IO4 Experience library & pedagogical sequences – Game creators
- IO5 Experience library & pedagogical sequences – Single player
- IO6 Experience library & pedagogical sequences – Multiple players