Introducing innovative patterns in children's cultural education through gamification
Sector: Education • Location: Italy, Netherlands, Finland, Greece
Source: EU Funding & Tenders Portal
GAME ON deals with the field of gamification in cultural processes, with a specific focus on developing new digital educational productions dedicated to childhood, having proved to increase kids’ motivation through entertainment and engagement mechanisms. The proposal builds on this aspect to set out the general objective of: -developing children’s digital learning products based on a gamificatio
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Participants
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Company | Obfuscated Data |
Status
Original status | ended |
Taiyo status | Obfuscated Data |
Taiyo last update | 00-00-0000 |
Available timestamps | 00-00-0000 |
Available timestamp type | Obfuscated Data |
Contact
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Description
Description | GAME ON deals with the field of gamification in cultural processes, with a specific focus on developing new digital educational productions dedicated to childhood, having proved to increase kids’ motivation through entertainment and engagement mechanisms. The proposal builds on this aspect to set out the general objective of: -developing children’s digital learning products based on a gamification approach; -strengthening the connections between formal education and complementary digital education products, focusing on developing gamification outputs applied to international literature, cultural heritage & landscape protection, history of visual arts. The partners will develop a cross-disciplinary kit of digital educational products for children (D3.2), using gamification to address disciplines in arts & humanities, that will be designed through a brainstorming (T2.3) and transnational creative residency (T3.2), implemented through the elaboration of tailored guidelines (D2.2) and tested by mean of dedicated events (T4.3). The expected results are: -Expanded range of cross-disciplinary digital educational products in the field of arts & humanities aimed at very young audiences; -Fostered a digital-oriented approach to education in arts & humanities by the means of gamification; -Increased attractiveness of cultural promotion for children by using gaming and technology; -Strengthened relationship between a digitized approach to education and traditional educational institutions; -Expanded educators’ awareness on the tools derived from a gamified, digital & technological approach to cultural education; -Upskilling of local businesses and professionals in the CCS in relation to the development of digital learning products for children, while enabling the exchange of expertise and creative ideas at transnational level. The project TGs are (185 involved in the activities + 1300 informed about the project): -Educators -Actors of the CCS -Children age 6 to 11 |
Original sub-sector | Obfuscated |
Original Currency | USD |
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Procurement method | Obfuscated Data |
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Location
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Source
Source reliability | High |
Data quality score | 100% |
Source | Obfuscated Data |
URL | obfuscated_data,obfuscateddata.com |
More Details
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