Examples of Games for Learning in Erasmus+

Title
Publication TypeConference Paper
Año de publicación2023
AuthorsAlonso de Castro, MG, García-Peñalvo, FJ
EditorGarcía-Peñalvo, FJ, García-Holgado, A
PublisherSpringer Nature Singapore
Conference LocationSingapore
ISBN978-981-99-0941-4
KeywordsEducation, European projects, Games, Interactive learning environments, technology
Resumen

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 and analysed within the framework of the research “Methodological guide for the successful use of digital technologies in education: Improving learning through European educational projects”. They have worked on the development of iOS or Android games and all have the label of good practice. As their main result they have proven to be useful for the educational community in general and especially for teachers because all of them have helped to solve a need in education.

URLhttps://link.springer.com/10.1007/978-981-99-0942-1_66
DOI10.1007/978-981-99-0942-1_66