Good Practices of Didactical Methods Database

Title: GREAT: A GAME Method
Good Practice Mission: To develop and implement game-based learning methodologies in vocational training to enhance the learning experience and effectiveness of professional training programs.
Specific goals of the GP:

Identify digital games that can be effectively used in vocational training contexts.

Develop and test a training model for trainers to use digital games in learning environments.

Disseminate the results and methodologies of game-based learning to broader educational and training communities.

Year: 2013
Duration of the implementation: 2-4 weeks
Target group: Adult learners
Summary:

The Game-Based-Learning Research in Education and Action Training (GREAT) project, funded by the Leonardo da Vinci program, is dedicated to exploring the potential of digital games in vocational training. The project's main objective is to identify suitable digital games for use in professional education and to develop a comprehensive training model that equips trainers with the skills necessary to implement game-based learning in their classrooms.

GREAT aims to revolutionize traditional vocational training by introducing engaging, interactive, and educational digital games. These games are selected and tailored to meet the specific needs of vocational training programs, ensuring they provide relevant and practical learning experiences. The project also focuses on creating a robust framework for training trainers, providing them with the knowledge and tools needed to effectively incorporate digital games into their teaching methodologies.

The project includes several key components:

  • Identification of appropriate digital games for vocational training.
  • Development of training materials and guides for trainers.
  • Dissemination of research findings and methodologies through seminars, events, and publications.
  • Collaboration with educational institutions and stakeholders to promote the adoption of game-based learning.
The GREAT project emphasizes the importance of interactive and experiential learning, recognizing that digital games can significantly enhance student engagement, motivation, and learning outcomes. By integrating game-based learning into vocational training, the project seeks to create a more dynamic and effective educational environment that prepares students for the demands of the professional world.

Space requisites:

No special characteristics or functions required.

Obstacles revealed?:

Time constraints for trainers to learn and implement game-based learning strategies.

Methodology used: Technology-based learning
Group/collaborative learning
Game-based learning
Resources needed:

  • Training materials and guides for trainers.
  • Access to selected digital games.
  • Technological infrastructure to support game-based learning.

Link: https://uatlantica.pt
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