Gamification-Based Teaching Materials for IoT Education in VET Schools

According to the referenced reports, action plans, and our requirements analysis, our project aims at

• Increasing digital competencies in EU countries in line with the Digital Action Plan,

• Developing innovative assessment methods in line with DigCompEdu and improving the professional and digital competencies of teachers and students in the field of IoT,

• Preventing the dropout of students and making a positive contribution to employment rates, thanks to the increased student motivation and improvement in education conditions in line with the European Education Area. For this reason, our target group is especially teachers and students in vocational education and individuals between the ages of 18-34, who want to have a profession in order to be employed.

The intellectual outputs we plan to develop in order to achieve these goals are:

1- Digital course modules for IoT as a profession

2- AI-supported modern assessment platform

3- Distance learning platform for IoT teaching and assessment

Code
ERA Gamification BT 22
Start date
End date
Financing
ERASMUS+
Centre of Expertise
Partners
  • Haceteppe University (TR)
  • Paydas Egitim Kultur Ve Sanat Dernegi (TR)