Title GAMVET: Game Methoden zur Berufsbildung Angewandte
Project Number 2012-1-TR1-LEO05-35136
Project Type Innovationstransfer
The project aims to combine social media, ICT and game methodology to generate better learning, self confidence and curiosity in VET and transfer the use of new and advanced technologies to be a part of school life.
Das Projekt zielt darauf ab, soziale Medien, ICT und Spiel Methodik zu kombinieren, um ein besseres Lernen, Selbstvertrauen und Neugier in der Berufsbildung zu erzeugen und übertragen Sie die Verwendung von neuen und fortschrittlichen Technologien, um ein Teil des Schullebens sein.
Le projet vise à combiner les médias sociaux, les TIC et les méthodes de jeu pour générer un meilleur apprentissage, la confiance en soi et la curiosité de l'EFP et de transférer l'utilisation de nouvelles technologies de pointe pour faire partie de la vie scolaire.
The EU is hampered by a shortage of ICT skills and could lack the skills to fill as many as 700
000 IT jobs by 2015 – chapter 2.6 COM(2010) 245 "A Digital Agenda for Europe".
Turkey, Italia and Bulgaria are making VET provision more responsive to evolving labour
market needs based on forward planning tools in cooperation with social partners and public
employment services. Moreover VET adapted to the individual needs of learners is important
for increasing inclusiveness. The training offer should be made more flexible and modularised
and should offer individualised learning pathways.
As stressed in the Europe 2020 Strategy, E&T systems should focus their curricula on
creativity, innovation and entrepreneurship.
The GAMEVET Project will be providing experience-based and active learning to promote the
acquisition of e-skills, a risk-taking culture, initiative, curiosity, intrinsic motivation and the
critical thinking of individuals, all this embed in Games developed by VET teachers in
cooperation with local stakeholders to simulate working scenarios and estimulate learning
Setting up the Games focused among others on;
1.Modernization of the apprenticeship through introduction of work based learning in priority
2.Improving assessment difficulties in the classroom from a teacher’s perspective
3.VET teachers needs of capacity building
4.Reform of approaches to pre-service training and preservice training structures
30 Teachers trained
6 Pilot Games addressing the world of work to simulate the student "working in a ‘real job’
1 VET Game TRAINING Methodology
1 Game Multilingual Platform transfered
3 Vimeo Game Educational Channel-Multilingual
3 Social Media Network
GAMEVET pioneers a new form of co-operation among multilevel actors to fully realize a new
VET training based on Games Methodologies to embrace novel training practices and
competences by exploiting the GAMEDECK Platform & Pedagogies for Lifelong Learning
5 sub-objectives are set in accordance with EU Cohesion Policy implemented along the WP2
and WP3. WP4 plan disseminate these sub-objectives.
INNOVATION & ENTREPRENEURSHIP
HUMAN CAPITAL, COMMUNITY PLANNING CAPACITY & SOCIAL POLICIES
REFORMATION OF THE VET POLICY AGENDA
With the 21st century now clearly underway, and with new technologies guiding, supporting
and, occasionally, governing modern lives, calls for the embedding of new technologies into
education and training provision, promoting innovation-friendly institutions4, that rely on
modern teaching and learning methods and increased technological - and related pedagogical
- capacity among teachers, trainers and tutors, are hardly surprising. In lifelong learning
terms, new technologies remain a constant priority at national and European levels, with
programme successes often struggling to keep pace with technological change.
Conscious of these changes, and of a related need for professional development among
teaching and training professionals - ensuring the skills base of such professionals remains
relevant and responsive to the needs of society and the labour market and in line with the
European Commission’s Agenda for New Skills and Jobs5 - partners in the GAMVET project
came together to transfer, and build upon, past successes in the use of new technologies,
including those reliant on the use of gaming technologies and social media platforms
Erziehung und Unterricht
Information und Kommunikation
Six Multilingual Games Models (two per country)
VET Game Training Methodology
Vimeo Game Channel
Four Electronic Newsletters
Three Social Networks (one per country)
Capacity-building among teaching and training practitioners