Project Description

GENERAL INFORMATION

GamiRigth

 

PROGRAMME: The right gamification and for tackling early school leaving and disadvantage
ACRONYM: GAMIRIGHT
PROJECT NUMBER: 2020-1-ES01-KA201-082223
DURATION: 01/11/2020 – 31/10/2022

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.

GamiRigth

PROGRAMME: The right gamification and for tackling early school leaving and disadvantage
ACRONYM: GAMIRIGHT
PROJECT NUMBER: 2020-1-ES01-KA201-082223

PROJECT'S WEBSITE

Context/background of project:

The main idea is to develop a gamification program and game-based learning applicable to the 6 Primary Education courses in order to improve school performance in disadvantaged areas, with few resources and with high early school dropout rates. In the first phase of the project the program will be designed according to the educational frameworks of each partner country and in the second part of the project it will be implemented in each of the countries.

Areas with less resources and more economic obstacles are showing worse academic results:

  • Poverty and dropouts are inextricably connected in the three primary settings affecting healthy child and adolescent development: families, schools and communities (Rumberger, 2012)
  • Schools with highest percent of migrants have social inclusion problems
  • Bad positions in PISA rankings
  • The problem of early school leaving start in schools.

 

Target group

  • Direct target group: Children from 6 to 12: this is the age when students start disliking the schools. In most of the cases after 12 years old students already know that they don’t like studying.
  • Indirect target group: teachers

 

Main Target Goals

  • To tackle the early school leaving by motivating students from the beginning of their studies.
  • To increase the academic level in disadvantaged schools.
  • To increase social inclusion by applying a methodology based on communication and working group.

 

Methodology

  • 4 transnational project meetings
  • various online meetings in-between
  • 2 intellectual outputs

The project will last 24 months, from November 2020 until October 2022. Due to Covid-19 restrictions these dates may vary accordingly.

PROJECT'S WEBSITE

Duration

  • Start Date: 01/11/2020

  • End Date: 31/10/2022

Coordinator

  • CEIP CUBA – Spain

Partners

  • E-SCHOOL EDUCATIONAL GROUP – Greece

  • DAFO Gestión Estratégica – Spain

  • Scoala Profesionala Gropnita – Romania

Project Updates

8th Online Meeting of GamiRight project

September 17th, 2021|

On September 16, 2021, the partners of project GamiRight got together online to talk about and analyze the work they'd done so far. They discussed and reviewed the gamification strategy that was developed as [...]

7th Online Meeting of GamiRight project

July 15th, 2021|

On July 15, 2021, the partners of project GamiRight met online to discuss and plan the next project activities. They discussed how to utilize the gamification strategy in the classroom as well as how [...]

2nd NEWSLETTER of GAMIRIGHT

July 9th, 2021|

We are happy to announce the release of our second newsletter. Want to learn more? Visit our project website Project Info Project Page Newsletter [...]