in class - game based - teaching approaches
Promoting the cultivation of digital skills from a young age.
Cultivating creativity, collaboration, problem-solving, and critical thinking for young students.
Context and objectives of the project
Primary education is the first step on an educational journey towards the acquisition of knowledge and skills that can guarantee a sustainable future for today’s students. Today’s jobs require at least some level of digital skills, while today’s primary school students will more likely end up working in new job types that do not yet exist. However, digital competences are not explicitly addressed for primary education. There is a need for people not only to be equipped with digital skills, but to raise children who can think out of the box, innovate, turn ideas into action and be able to adapt easily to changes. Consequently, it is vital to start cultivating a sense of initiative and entrepreneurial mindset, from a young age, as children are born imaginative, energetic, and willing to take risks.
Empower the acquisition of digital skills and the cultivation of thinking out of the box mindset to the target group of primary education students aged 8-12
Equip teachers with innovative technology-based tools to support the acquisition of key competences including digital skills and entrepreneurial mindsets between the students
Development and implementation of a serious game as part of the training methodology
Impact of the project
The impact of DIGITALIS project is of paramount importance for both students and teachers.
Promote the personal and professional development of core life competences and skills along with the cultivation of entrepreneurial mindsets.
equip them with new teaching and learning methodological framework enhanced with an innovative serious game designed to further support their efforts to equip young students with key competences.
Combining theoretical and serious game training will allow the students to connect theory and practice and conquer knowledge.