Title GAMVET: Game Methodologies Applied to Vocational Education and Training-
Project Number 2012-1-TR1-LEO05-35136
Project Type Transfer of Innovation
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.GAMVET is based on use of game mechanics to get teachers and students engaged with learning. It works best when the teachers understands the fundamentals of gaming goals (something to aim for - a purpose), rules (a set of parameters within which to operate) and feedback (something to indicate progress) to motivate the player to play.
Teachers are prototyping different kind of games connected to the subject they teach.
The project is developing a methodology where the developed games are analyzed and explained for future teachers.
Three Vimeo channels with more than 60 videos is open and pined on Pinterest for a greater audience.
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 GAMVET 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 competences.
Setting up the Games focused among others on;
1.Modernization of the apprenticeship through introduction of work based learning in priority sectors
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’ situation".
1 VET Game TRAINING Methodology
1 Game Multilingual Platform transfered
3 Vimeo Game Educational Channel-Multilingual
3 Social Media Network
GAMVET 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
Information and Communication
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