English
<< Background >>The application was motivated by a critical assessment of the limitations of traditional history teaching methods, particularly concerning disabled students, within the contemporary digital landscape. The passage underscores the absence of accessible tools and training for schools, teachers, and students to engage with history in a digitalized manner. The project partners lacked the essential tools and techniques to effectively prepare disabled students for history education using gamification tools. After an analysis of national and international surveys a significant deficit was noted, with over 80% of respondents lacking exposure to gamified or digitalized history education.The platform and tools resulting from the project were designed to address the unique challenges faced by students with special needs and their teachers, particularly in grasping historical concepts. The project targeted pre-service and in-service history and special education teachers and academic staff. Emphasizing the importance of transnational collaboration, the application underscores the value of incorporating experiences from diverse countries in the realm of gamification in history education. << Objectives >>The project aimed to leverage information and communication technologies to transform history education, particularly for disabled youth and their teachers. By providing access to original sources, transcultural interpretations, conflicting data, and multiple perspectives, the project seeks to enable disabled students to critically evaluate historical information. In response to the current reliance on traditional teaching methods, the project focuses on developing gamification tools for history education, addressing the lack of understanding of these tools among educators. With a commitment to fostering inclusivity, the project aimed to support both mainstream and special history education. Specific objectives included creating gamification software, digitizing tools through a dedicated platform and mobile application, and promoting effective teaching methods for students with various challenges, such as visual, hearing, intellectual problems, and dyslexia.All in all, the project sought to foster intercultural dialogue and strengthen knowledge and acceptance of diversity. Also, it aimed to recognize and support the efforts of history teachers promoting common values, tolerance, respect and equal learning opportunities.<< Implementation >>The following activities were performed 1)Project Management and Implementation:WP1: Project ManagementActivity 1. Designing a data management system (password protected OneDrive on the Coordinator’s server) with a financial plan for coordination and consultation.Activity 2. Developing a communication system (mailing list) and visibility plan for the project activities.Activity 3. Organization of a kick-off coordination meeting of the project partners in order to confirm each partner’s role in the action plan and define the initial documents.Activity 4. Backstopping and support (during monthly Virtual Project Meetings) with a monitoring and evaluation system for the whole duration of the project.Activity 5. Marketing and preparation of visibility materials (project logo, branded ppt)WP2: Research and training needs assessment of direct target groupsActivity 1. Organization and Implementation of R1, 2 and, as well as LTTA.WP3: Technical preparation of dissemination tools for promotion (webpage)Phase 2: Implementation - production and testing of intellectual outputs, organizing LLTA and multiplayer events.WP4: Dissemination of the project Activity 1. Developing a database of contacts from the press, schools and other relevant stakeholders.Activity 2. Developing up-to-date press packages, photos of project activities etc.Activity 3. Articulation of information and data for the wider audience.Phase 3: Finalization and sustainabilityWP5: Developing a support network for HR knowledge and ensuring sustainability.Activity 1. Taking specific measures for the internationalization of the program and ensuring sustainability.Activity 2. Monitoring and evaluation of participants' progress.WP6: Visibility, finalization and closure of the projectActivity 1. Preparation of a final financial report.Activity 2. Preparation of a final narrative - qualitative report.Activity 3. Organisation ME.All the project results are accessible though the project website https://tech-game.anstar.edu.pl/ The project activities are evidenced in int project OneDrive on the Coordinator's server, accessible to all the Partners<< Results >>The concrete outputs included:R1: Implementation of inclusive gamification in the history classroomR2: Developing of OER in the form of an accessible gamification platformR3: Creation of a mobile application in the form of a quiz for important historical and cultural factsAll the project results are accessible though the project website https://tech-game.anstar.edu.pl/ Other results included training of trainers for gamification methods for disabled students in history, providing trainers with access to new teaching methods and special pedagogy approaches; enabling increased access to e-materials adjusted to the needs of students with various disabilities for both teachers and students.
