ONLINE TEACHING – GAMIFICATION&GAME BASED LEARNING. How to find a balance. Supporting teachers to face the new frontiers of the digital transformation

ERASMUS K1 PROJECT

about the course

Duration
5-12 days
Location
Soverato
TOpic

course description

In the era of dynamic digital transformation, traditional teaching methods require modern allies. Our course equips teachers and educators with the specific competences needed to build engaging online environments. By combining the DigComp 2.2 framework, innovative AI supported-tools, gamification and game-based learning strategies, we help teachers not only keep pace with digital change but become its leaders. Participants complete the course with a ready-to-use, practical Digital Teaching Roadmap, prepared for immediate implementation in their daily work with students.

The digital transformation of the classroom has introduced a wide array of instructional models, including distance, smart, and blended teaching and learning. Understanding these environments is the first step in modernizing pedagogical approaches. A deeper layer of this evolution involves the strategic application of play-based mechanics, specifically the distinction between gamification and game-based learning (GBL).

While both strategies share the common goal of promoting student engagement and sustaining long-term motivation, they operate through different educational frameworks. As noted in academic research (such as that from the University of Waterloo), gamification typically involves integrating game-like elements—such as points, badges, or leaderboards—into traditional learning activities to encourage participation. On the other hand, game-based learning focuses on the use of actual games as a vehicle for achieving specific learning outcomes.

By exploring the nuances between these two approaches, this course provides educators with the analytical tools to determine which strategy best aligns with their curriculum and the diverse needs of their students in a digital setting.

Beyond methodology, the course focuses on the practical mastery of digital tools designed for high-quality content creation. Participants will explore a versatile toolkit for designing interactive games, educational videos, and engaging multimedia content. By using platforms such as Genially, Wordwall, Blooket, and Kahoot! (among others), teachers will learn how to transform static lessons into dynamic, learner-centered experiences. The curriculum also introduces the use of Artificial Intelligence (Gemini, Perchance, Stable Diffusion) to streamline the content production process, allowing educators to generate creative materials, high-quality visuals, and innovative lesson plans with greater efficiency. Additionally, participants will master creative suites like Canva for design, Photopea for advanced graphics, and ElevenLabs for professional audio narration, ensuring a multi-sensory approach to digital content.

In addition to creating their own resources, participants will explore a wealth of high-quality, engaging materials available across the web, aligned with the DigComp 2.2 framework for digital competence. The course provides practical strategies for selecting and adapting these ready-to-use assets to meet specific pedagogical goals while fostering student motivation.

Furthermore, special attention will be given to the legal and ethical dimensions of digital authorship. Educators will explore the essential legal aspects of using, adapting, and publishing content sourced from the internet, as well as the specific copyright considerations and intellectual property rights associated with AI-generated materials. This ensures that teachers can innovate with confidence, remaining fully compliant with current regulations and best practices in the digital landscape.

The integration of the resources will be supported by the strategic use of widely adopted platforms such as Microsoft Teams and Moodle. Educators will gain hands-on experience in implementing new teaching methodologies within these environments, ensuring that digital tools are not just isolated activities but part of a cohesive instructional flow. The course emphasizes also the importance of data-driven instruction. Through the advanced features of Teams and Moodle, teachers will learn to track student progress, monitor engagement levels, and analyze learning outcomes in real-time. 

As we navigate the EU-defined “digital transformation”, a critical debate has emerged regarding quality assurance and the implementation of proper digital infrastructures. This process requires training not only for teachers but for the entire educational sector to collectively redesign a school system that balances the essential human connection we value with the inevitable digitization of our daily lives.

Teachers require ongoing support, training, and the opportunity to engage in a meaningful dialogue with experts and peers—sharing their existing expertise while identifying the gaps in their pedagogical practice. Online teaching is now an integral part of modern education; as new discoveries and trends emerge daily from the web, they bring both a sense of complexity and a wealth of innovative opportunities.

A critical priority for educators today is the effective evaluation of both their own performance and student progress. Increasingly, gamified elements are being used to transform assessments into interactive and engaging experiences. While the evaluation of online instruction remains a developing field of research, educational institutions have made great progress in recent years in refining these processes to enhance the quality of digital teaching.

Through this course, we aim to investigate the practical tools and methods that help teachers navigate this landscape. Our goal is to support the development of solid school strategies capable of meeting the future demands of the EU’s digital transformation. Under the new EU agenda, this transformation is supported and financed for educators and especially for the youth. While today’s students are “digital natives”, their engagement with technology is often disorganized; therefore, our mission is to provide structure to their digital experience.

Online teaching is far more than simply delivering lessons via video or using ready-made games found online. It is a comprehensive medium for equipping future generations with the skills necessary for the modern job market. We aim to empower students to use the web responsibly and effectively—transforming them from passive consumers into active, creative producers of digital content.

As teachers remain at the forefront of this rapid evolution, they find themselves in a unique position. This environment fosters a process of mutual learning and co-creation between educators and learners, a collaborative dynamic that is very beneficial for the future of education.

High-quality, effective, and inspiring tools and practices already exist, and our training is structured to provide a comprehensive overview. We empower participants to become part of a community of change that ensures excellence in both content and learning, while maintaining a strong connection to EU policies and support frameworks.

LEARNING GOALS:

  • Analyze the digital transformation in education: explore the opportunities and challenges of the digital era, understanding how to navigate the shift from traditional to technology-enhanced teaching.

  • Explore the scientific foundations of modern pedagogy: understand the cognitive and neuroeducational principles behind effective digital learning, gamification, and student-centered approaches.

  • Clarify methodological frameworks: distinguish between key concepts such as distance, smart, and blended learning, and master the nuances between gamification and game-based learning (GBL).

  • Utilize open educational resources (OER): discover the abundance of high-quality, free, and open-source materials available online, learning how to curate and adapt them to enrich the curriculum.

  • Master a versatile digital toolkit for interactivity: gain hands-on experience with platforms like Wordwall, Kahoot!, Genially, and Blooket to design interactive games, quizzes, and engaging multimedia lessons.

  • Develop skills in digital content production: learn to use professional tools such as Canva for design, Photopea for graphic editing, and ElevenLabs for high-quality audio narration.

  • Integrate AI and advanced platforms: learn to streamline content production and brainstorming using innovative AI-supported tools like Gemini, Perchance, and Stable Diffusion.

  • Implement modern assessment and tracking strategies: use digital tools to evaluate student progress and provide feedback, creating a more dynamic and personalized evaluation process.

  • Implement legal and ethical standards: understand the legal aspects of digital authorship, including copyright, creative commons licensing, and the specific intellectual property considerations related to AI-generated content.

  • Foster professional collaboration: exchange best practices and pedagogical approaches with a community of peers to co-create innovative teaching methods and share institutional experiences.

  • Act as digital leaders and multipliers: become an expert capable of guiding colleagues and students in the safe, responsible, and creative use of technology, transforming learners from passive consumers into active content creators.

Target Group

The course is open to all teachers working in public or private schools, as well as other educational institutions.

 

 

program/Training Modules

INTRO/METHOD

Like all our programs, the present one is flexible and adaptable to special requests, depending on the subject taught or on the starting level of the participant.

Furthermore, in line with the JUMP Academy method, our courses are based on a strategic balance between formal and non-formal education, indoor and outdoor education and the team takes care of a very important aspect of international mobility which is the intercultural learning which we develop with short excursions and facilitating the interaction with local partners, businesses and citizens of our territory. Each local context has its own economy so it’s always useful, in training programs, to get in contact with concrete examples (experiential learning and real based learning).

We always try to connect our learners to local teachers and students to cooperate in developing innovation and networking for future projects. If possible, inside the program, a morning is spent inside a local school, visiting, observing, and cooperating in the realization of one or more lessons. The proposed program JUMP works, in European dimension and with an international spirit, at the local level and, according to the period of the training along the year and the weather, it is possible to change some sessions and add visits and meetings, in cooperation with our network of partners including schools involved in European projects).

 

WEEK DAILY SCHEDULE

Saturday or Sunday:

Arrival of participants, transfer and welcome. Lodging and logistic support. Depending on the arrival time the participants are helped to have a meal or fulfill any other need.

Monday morning session:09:30 – 12:30

Meeting in the lobby of Villa Gabriella International, welcome, first briefing by the organizers, presentation of the team, logistics information, gadgets distribution and start of the program. Walking down to the city center. Outdoor team building activity “The Mission Impossible game in Soverato”. Getting to know the important places of the city, the orientation points, traditions and cultural elements, interacting with local citizens.

12:30 end of the morning activity with a debriefing and logistic info

Free time for lunch or to enjoy the beach

Organized lift from the city center to the Villa.

Monday afternoon session: 15:00 – 17:00

“Experience Calabria. A place to live, a place to love”. Presentation of JUMP and of the most important cultural elements of the region. Participants will have the opportunity to introduce themselves and present their activities, fostering a moment of international cultural exchange.

Dinner organized for all the groups in a local restaurant.

Tuesday morning session: 09:30 – 12:30

Meeting on the terrace of Villa Gabriella.

First outdoor ice breaking game to get to know each other and create a good working climate.

Division in small groups and start of the indoors or outdoor sessions with the JUMP trainer.

Introduction to Module 1, Terms, definitions and actual trends in education. Distance teaching/learning, smart teaching/learning, blended teaching/learning. Gamification vs Game based learning

13:00 – 15:00 lunch break and free time

Tuesday afternoon session: 15:00 – 17:30

1st excursion to develop cultural knowledge, strengthen team building and socialization among participants.

“Walking tour to the old village of Soverato Superiore, visit to the Church of “La Pietà” of Gagini and exploring the narrow streets. Interacting with local people.

Free evening to enjoy the city center

Wednesday morning session: 09:30 – 12:30

Module 2,  EU guidelines and points of reference. The happening digital transformation

Module 3, Online teaching, sharing practices and common strategies

13:00 – 15:00 lunch break and free time

Wednesday afternoon session: 15:00 – 17:00

Module 4, Competences and skills to be developed by teachers, new approaches and competences built in students

Free evening to enjoy the city center or rest

Thursday morning session:09:30 – 12:30

Module 5, Making distinction between tools and most used apps and understanding the good balance

Module 6, Practices and methods nowadays to integrate digital tools in teaching

13:00 – 15:00 lunch break and free time

Thursday afternoon is (usually) free time.

The staff will provide some suggestions for possible activities or excursions. For example to Catanzaro city, Capital of the region

Friday morning session: 09:30 – 11:00 (shorter morning lesson).

Module 7, My learning pathway. Design my way of learning on the topic and transfer it to daily teaching

11:00 free time to visit the local market which is nice and folkloristic.

On Friday – at an agreed time – usually in the afternoon – it’s organized as an excursion in a beautiful and unique old village with a final dinner. The staff enjoys it and there’s a professional guide with us.

Depending on the season the excursion starts in the morning or in the afternoon. From July to September it’s usually in the afternoon-evening for the high heat.

Saturday morning session: 09:30 – 12:00

Closing the course: Evaluation and delivery of formal certificates/Europass and admin documents.

Saturday afternoon:

Free time and last moments all the participants together for socialization.

Sunday: 

Departure of participants.

The indicated times may suffer some changes depending on the season (earlier in the winter time and later in the summertime). 

TRAINING MODULES:

MODULE 1: TERMS, DEFINITIONS, ACTUAL TRENDS
Exploring the evolving digital landscape: distance, smart, and blended learning. Understanding the scientific principles and pedagogical theories that validate the efficacy of new educational models and gamified learning environments.

MODULE 2: EU GUIDELINES AND POINTS OF REFERENCE
Aligning teaching practices with the DigComp 2.2 framework and understanding the EU’s digital agenda, including ethical guidelines for AI and data protection in schools.

MODULE 3: ONLINE TEACHING AND COMMON STRATEGIES
Developing institutional strategies and sharing best practices within a professional “community of change”.

MODULE 4: COMPETENCES AND SKILLS TO BE DEVELOPED BY TEACHERS AND STUDENTS
Moving beyond basic digital literacy to teach students how to create content, think critically, and use technology responsibly.

MODULE 5: INTERACTIVITY VS. LEARNING BALANCE
Mastering some most popular interactive apps and production tools while ensuring that technology supports, rather than replaces, the learning process.

MODULE 6: PRACTICES AND METHODS FOR DIGITAL INTEGRATION
Hands-on use of AI-supported tools (Gemini, Perchance). Mastering legal aspects such as copyright and digital authorship.

MODULE 7: MY LEARNING PATHWAY
Designing a personal Digital Teaching Roadmap. Focusing on evaluation and tracking via Microsoft Teams and Moodle.

LEARNING OUTCOMES:

At the end of the training week teachers will have:

  • Explored the new era of digital teaching, pro and contra, the changes brought by the digitalization
  • Understood the different terms connected with gamification, game-based learning and other definitions used nowadays in teaching
  • Shared among colleagues approaches and methods used in teaching developing technologies
  • Understood how to act as digital experts and multipliers within their institutions, equipping both colleagues and students with best practices for utilizing leading learning technologies and apps securely and risk-free.

certification details

JUMP certifies or 36 hours for 6 days course (6*6) or more if extra hours per day are needed. Or 30 hours for a 5 days course (6*5). 

The course can be also extended to a 2 weeks course with the options 10 days or 12 days course if asked and agreed, depending on the project of the sending organization. 

10 days are excluded the weekend (5+5), 12 days are from Monday to Saturday morning (6+6). 

At the end of the training, JUMP delivers a formal certificate of attendance and the team is at disposal to fill the Europass certification document according to the EU model template and other needed documents for reporting of the sending institution. 

 

Certification details

 

Costs

The cost is fully covered by the Erasmus grant. Write to associazionejump@gmail.com to ask for information on costs and the services provided to plan your mobility project in Soverato with JUMP.

How to apply

For info and registration about the course fill the form below or contact us to our mail.

Related courses