Students often lack motivation in the classroom to participate and be active. On the other hand young students in particular, love videogames. The obvious solution – the use of games for teaching – has already been researched, implemented and it has proved to be effective within the appropriate conditions. But not everybody sees the benefits of introducing a videogame in the classroom, and not all teachers feel comfortable with a tool that students usually manage far better than they do themselves. What type of game should they use? Why? Which game? What are the options? How can they get the most out of a game for learning purposes?
The Engage Learning project tried to make teachers and trainers throughout all educational sectors aware of the benefits of Game-based Learning and developed tools, a portal anddocuments to help them in the adoption of this innovative way of teaching. Also, following this goal, 12 workshops were planed and at the end 15 different workshops were carried out by the 6 European project partners in 12 European countries and in many different contexts which aimed to introduce and discuss GBL applications in the classroom and presenting the products developed for the project that could help them with this task.
With this guide, rather than providing definitive solutions, we intend to transfer the knowledge obtained from the implementation of the workshops, from the participants’ reactions, and from the exchange of feedback with the rest of the consortium.
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