[EN]This article focuses on the review of specific examples of European educational projects, within the framework of Erasmus+, that use educational games or platforms as the main axis of action. It is assumed that games are a great tool to engage students in the teaching-learning process and the fact of being able to observe projects that have been considered good practice in this field can contribute not only to the use of resources developed, but also to inspire the realization of new projects in this line of work. In this publication, one or two example projects are reviewed for different educational sectors (school, vocational education and training, and youth), in total five projects. Most of them are projects that have been selected ...
Video games have become one of the predominant forms of entertainment in our society, but they have ...
This article, written under the scope of the Erasmus+ project «Games2Learn & Gamification2Engage», s...
Game based-learning exploits the potential of ICT and games engage learners. The objectives of the E...
In the EU, the quality of education in recent years has become a priority topic. In the context of u...
European projects provide very valuable information on the methodologies that are being used at an ...
A myriad of technological options can be used to support digital game-based learning. One popular te...
In the rapidly evolving landscape of education, the integration of game-based learning has emerged a...
[EN]The analysis of successful projects provides valuable information for finding inspiration and le...
This report collects the findings and conclusions of the transnational research on "Gamification and...
[EN]This paper describes the evolution of the doctoral work related to the “Methodological guide for...
The use of current and emerging tools in education is becoming a blistering topic among educators an...
The aim of this chapter is to introduce at exploring the potential of games in educational sector. M...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Adequate pedagogical approaches for integration of technology in the learning process create new opp...
Video games have become one of the predominant forms of entertainment in our society, but they have ...
This article, written under the scope of the Erasmus+ project «Games2Learn & Gamification2Engage», s...
Game based-learning exploits the potential of ICT and games engage learners. The objectives of the E...
In the EU, the quality of education in recent years has become a priority topic. In the context of u...
European projects provide very valuable information on the methodologies that are being used at an ...
A myriad of technological options can be used to support digital game-based learning. One popular te...
In the rapidly evolving landscape of education, the integration of game-based learning has emerged a...
[EN]The analysis of successful projects provides valuable information for finding inspiration and le...
This report collects the findings and conclusions of the transnational research on "Gamification and...
[EN]This paper describes the evolution of the doctoral work related to the “Methodological guide for...
The use of current and emerging tools in education is becoming a blistering topic among educators an...
The aim of this chapter is to introduce at exploring the potential of games in educational sector. M...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Adequate pedagogical approaches for integration of technology in the learning process create new opp...
Video games have become one of the predominant forms of entertainment in our society, but they have ...
This article, written under the scope of the Erasmus+ project «Games2Learn & Gamification2Engage», s...
Game based-learning exploits the potential of ICT and games engage learners. The objectives of the E...