Ελληνικά
"<< Objectives >>This project introduces gamification to enhance inclusive education and address challenges such as the exclusion of students with special needs or migratory backgrounds and STEM skill shortages in the EU. It trains ""game operators"" to design educational board games and apply gamification in diverse settings. Targeting teachers, facilitators, and students, it develops tools and skills to boost inclusion and STEM proficiency, fostering innovative teaching and long-term educational equity.<< Implementation >>Research Phase: Conduct academic and qualitative research to inform the creation of a multilingual manual.Manual Creation: Develop a manual as the basis for the training course.Training Phase: Provide in-person training for educators to become ""game operators"" using gamification in STEM.Testing Phase: Apply the methods in secondary schools and informal settings over 6-8 months, with periodic reports.Online Platform: Share materials and feedback online for future use and scalability.<< Results >>Building community for marginalized students in schools and beyond.Enhancing STEM interest, accessibility, and proficiency for all, including excluded groups.Reducing school dropouts and improving academic performance.Supporting mental health and well-being via anti-bullying and inclusive communication.Training educators in innovative methodologies.Strengthening cooperation across educational contexts.Establishing EU-wide best practices for inclusive education."
