Education and Training
Course Information
Reference Number : GR-2013-228-001
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TITLE OF THE TRAINING ACTIVITY
IN THE LANGUAGE OF TUITION
Be Creative, Play Digital: Creativity in Learning through Gamification
TRAINING AIMED AT PARTICIPANTS RECEIVING :
A COMENIUS GRANT (SCHOOL EDUCATION)

TYPE AND ORIGIN OF THE TRAINING:
COURSE
(training resulting from an llp or previous socrates project (comenius, lingua, grundtvig, minerva))

LLP OR SOCRATES PROJECT NO. : 510276-LLP-1-2010-1-GR-COMENIUS-CMP
GENERAL IN-SERVICE TRAINING
ICT - Information and communication technologies
Pedagogy and didactics
Other general courses Creativity, Creative Thinking, Game-based Learning
MAIN LANGUAGE: English
LANGUAGE VERSION(S) IN WHICH MATERIALS WILL BE PROVIDED:
English
SCHOOL AND PRE-SCHOOL EDUCATION
Primary
General secondary
Vocational/Technical secondary
Teachers (Pre-school, primary, secondary, vocational, adult, special needs)
Teacher trainers
Careers officers, educational guides and counsellors
Headteachers/principals/managers of schools/organisations offering adult education
Other, namely: creators of educational content and activities
INSTITUTION ORGANISING THE TRAINING
Ellinogermaniki Agogi
Dimitriou Panagea Str.
GR 15351 -
Pallini
Greece
www.ea.gr
 
Sofoklis Sotiriou
0030 210 8176797
0030 210 6032554
sotiriou@ea.gr
Eleni Chelioti
0030 210 8176790
0030 210 6032554
chelioti@ea.gr
FULL DESCRIPTION OF TRAINING CONTENTS
IN THE LANGUAGE OF THE TRAINING: (EN)
Before the course a website will be developed including a common space where participants will be able to share content and interact. The website will also provide detailed information on the course and participants’ preparation (description and programme, suggested readings and information sources, travelling and practical information). The organization of the online environment will reflect the organization of the course, so that participants can familiarize themselves with the course topics, methodology and resources in advance. Using this environment, they will carry out the following tasks before the course:
a) Read three given articles/extracts on creativity in education, creative thinking, game-based learning
b) Identify two approaches in their current (or a colleague’s) teaching practice which they believe have fostered creativity
c) Identify two game-based approaches in their current (or a colleague’s) teaching practice
d) Identify the three most important expectations they (or colleagues) have from creativity in education and game-based learning, and consider what their motives are (or would be) in engaging in such activities
e) Identify the three most difficult challenges they have faced (or would face) in their attempt to promote more creative and/or game-based practices in their teaching
f) Envision/brainstorm on an ‘ideal’ activity and setting in their (or a colleague’s) teaching practice which would be game-based and would promote creativity and/or creative thinking
g) Prepare a presentation of the results of the tasks above, and share it with others (all presentations will be used as material during the course)
h) Read at least two presentations by other participants and comment on them.
How can we foster creativity in education? Can we use student-engaging games in this effort? Can we, as educators, design learning activities to this end? Can we involve students as creative actors in this design?
The overall aim of the training course is to familiarize school educators from various subject areas with concepts and examples of practice related to game-based learning as a vehicle promoting creativity in education, including creative thinking, in and around schools, in the intersection of formal and informal learning activities (curricular, cross-curricular, extra-curricular). In this way, the training course aims to inspire participants to become creative practitioners in their professional settings, who will encourage and facilitate their students to be creative thinkers and learners, and who will design corresponding learning activities embedded in their professional practice. The course aims to achieve this in a strongly participant-centred, self-reflective fashion, encouraging critical sharing of experiences and collaborative envisioning and design of learning activities by participants. To this end, the concrete objectives of the training course are:
•To provide participants with a strong background of interdisciplinary theoretical insights into creativity in education, creative thinking, game-based learning, and the design of corresponding learning activities
•To help participants develop positive attitudes towards creativity and game-based learning in the context of school education in general and in their own practice in particular
•To help participants develop skills in designing corresponding learning activities, basing this on the identification and addressing of concrete needs and the development of corresponding scenarios
•To use creativity- and game-based-learning-inspired approaches in the training, as examples of the desired practice
•To help participants act as innovators, researchers and reflective practitioners.
The training course will draw both on a series of very successful Comenius / LLP projects and Comenius Training events, as well as on the expertise available and original knowledge produced in the framework of C2Learn, a large ongoing international research project coordinated by the course organiser. This project aims to introduce an innovative digital gaming and social networking environment incorporating diverse tools, the use of which can foster co-creativity in learning processes in the context of both formal and informal educational settings: an open-world “sandbox’’ (non-linear) virtual space enabling learners to freely explore ideas, concepts, and the ‘shared’ knowledge available on the semantic web and the virtual communities in which they participate. The project has pooled very high-level expertise in the fields of creativity in education, creative thinking, digital games, technology-enhanced learning, and knowledge representation and acquisition. All these will become available to course participants through acclaimed trainers who will give lectures and run workshops, as well as through various C2Learn materials, which will be available to course participants as part of their training pack. The theoretical background provided will be coupled with an emphasis on real-life educational practice. The training course overall comprises 10 hours of lectures, demonstrations and guided explorations, and 15 hours of practical workshops focused on shared reflection and development of learning activity scenarios. Visits to informal learning settings in the area (e.g. museums) will aim to inspire participants to reflect on ways of using such settings with their students for creative learning. Sessions will be held in a multimedia laboratory where each participant will have direct access to a PC as needed to enhance the training activities (to enhance their flexibility and independence, though, participants are encouraged to bring their own laptops).
Participants’ benefit from the training will be maximized through their active involvement in a number of follow-up activities. After the completion of the course, thanks to the existence of the C2Learn community of practitioners and stakeholders, participants will have the opportunity to become members of a lively European network of educators and designers exchanging ideas and experiences of game-based approaches linked to the promotion of creativity in education. They will have the opportunity to propose to the community further learning activity scenarios, consult, adopt and/or adapt the scenarios of others, have access to technology enabling the implementation of their designs in practice, as well as access to methods and tools for the evaluation of their implemented innovative activities. The training course website and repository, as well as the C2Learn technologies, will remain available and maintained to support this follow-up. Course organisers and trainers will be available via e-mail and possible future workshops for consultation and support to all those participants who will develop initiative towards the application of the approaches learned during the training course.
 
PROGRAMME OF THE TRAINING ACTIVITIES (DAY BY DAY)
1st DAY: Afternoon session: Introduction and overview of the training course; keynote lectures on creativity and creative thinking
2nd DAY: Morning session: keynote lectures on technology-enhanced learning and game-based learning. Afternoon session: Workshop – self-reflective discussion on the introduced concepts, development of shared understandings
3rd DAY: Morning session: Lectures – practical implementation of approaches fostering creativity through games in real life educational settings. Afternoon session: Workshop – self-reflective discussion on implementation needs, possibilities and challenges in participants’ professional contexts. Each participant starts designing at least one learning activity, which they will present to the group at the end of the course.
4th DAY: Morning session: Visit to informal learning setting (e.g. museum) – creative learning activity in situ. Afternoon session: Hands-on workshop – joint development of scenarios for the implementation of learning activities fostering creativity through games in real life educational settings
5th DAY: Morning session: Hands-on workshop – joint development of scenarios for the implementation of learning activities fostering creativity through games in real life educational settings. Afternoon session: Finalisation of the design of learning activities – practical considerations for their implementation (provisional action plans).
6th DAY: Morning session: Participants’ presentations of their personal work and conclusions from the course, evaluation of the training course. Afternoon session: Follow-up instructions, overall conclusions, closing.
(Please note the names of trainers, arranged by area of expertise, in the relevant section of this form).

 
TYPE OF CERTIFICATION OF ATTENDANCE AWARDED
Certificate of attendance including description of training content and time input
 
Certificate of attendance including description of training content and time input
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