AGORA VETPro 4.0: Advanced Guidance for Recognition of Opportunities and Attractiveness for VET Professionals 4.0
EU-Programme: Erasmus+, KA2, Strategic Partnerships for VET
Coordination: University of Peloponnese, (Greece)
Duration: Noviembre 2021 – Noviembre 2023
In the majority of European Union member countries, educators had to convert the on-site taught teaching to distance as they had no other option due to regulatory imposes that restricted face-to-face meetings. While there have already been VET centres providing online courses, the emerging fast-moving transition to the complete distance learning was something unexpected and induced profound disruptions in the overall learning experience of VET learners bringing to the surface some unprecedented needs for VET centers.
Teaching the subject of study through non-interactive online videos and other non-engaging distance learning methods can exacerbate VET learners’ drop outs, a phenomenon that European Union was thriving to fight prior to the pandemic era (European Centre for the Development of Vocational Training, 2020)
d-ICT project aims at creating an innovative gamified asynchronous eLearning experience addressed to VET educators as a need to promote the attractive side of distance learning and fill the aforementioned gaps non-interactive online streaming methodologies create. More specifically, the concrete objectives of the project: Meliorate the digital skills and competences of VET educators in the field of distance learning; create an innovative gamified asynchronous eLearning experience; combine the assets of gamification and distance-learning; boost the interest and curiosity of VET learners and keep them captured in the process of teaching, thus, reducing the phenomena of drop-outs due to the boredom non-interactive distance-learning creates; empower interaction and teamwork with classmates under distance learning circumstances; raise awareness about the significance of facilitating the distance learning methodology through interactive approaches like digital gamification.
Project Nº 2021-1-EL01-KA220-VET-000024942
This project has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.