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GamifiedEd: Gamification in Adult Education

Supported by the Erasmus+ program (KA210-ADU).
The GamifiedEd project focuses on enhancing the quality of adult education through the implementation of gamification in the teaching process. The aim of the project is to provide educators working with adult learners with practical tools and methodologies for incorporating game elements and dynamics into their teaching. These techniques have the potential to improve motivation, engagement, and the overall learning experience for adult participants. Educational materials will be created within the project to cover areas such as digital literacy, English language teaching, and the development of soft skills, all of which are crucial in the modern workplace. The creation of a toolkit with 24 written and 24 video tutorials will help educators gain practical knowledge and techniques that they can directly apply in their courses, effectively using gamification to support the achievement of educational goals.

Additionally, the project will create a digital manual that provides detailed guidelines and examples of gamification, allowing educators to tailor their teaching to the specific needs of adult learners. This will support the broader use of gamified methods in adult education and enable the effective implementation of interactive and engaging teaching approaches. The project will also focus on quality, offering educators feedback that will help them refine and improve teaching materials based on practical experience and the needs of their students. The goal is not only to enhance pedagogical competencies but also to improve the learning experiences of adult participants in all areas of their professional and personal development.

Project start date (in terms of the call): September 1, 2025
Project end date (in terms of the call): August 31, 2027

Project Objectives:

1. Enhance the competencies of educational staff: Provide educators with tools and training to implement gamification in teaching.

2. Improve the quality of educational opportunities: Create and make available digital tools that improve gamified learning and flexibility in educational programs.

3. Support inclusive education: Develop accessible, flexible gamification methods for diverse groups of adult learners.

Target group:

  • Educators and trainers in adult education
  • Adult learners
  • Educational institutions and organizations