Educators become creators of digital tools for impact.
Interactive solution company "Vividly" , shoulder to shoulder with Valmiera Gauja krasta high school(Latvia) and Edremit Abidin Pak Pakmaya Anatolian High School (Turkey) as well as partners in Hungary, have created two educational games. The games for social and design skills are adapted for easy use in the learning process, thematically fitting into lesson plans. It will allow educators to teach students social skills in an innovative and exciting way, as well as understand spatial thinking by understanding basic art terms such as horizon, perspective, and others.
The games were created by the "Erasmus+: Youth in action" project "Innovation is a mindset. Creating digital tools for impact.” within the framework of which the aim is to bring the field of education and technologies closer together so that they are used meaningfully and purposefully in the learning process. Non-governmental organizations, education experts, and teachers were involved in the creation of the games, and the Vividly team managed the development process.
It is not usual for technology SMEs to involve Youth in action projects, however, for the Vividly team, this project allows them to support the education sector and endorse technology literacy for teachers by direct involvement which is one of the social support activities Vividly does beyond the company's main business activities.
The development of the apps has ended, apps are public and available for download together with practical worksheets and recommended scenarios of application in class. It should be emphasized that the games are designed in such a way that they can also be used in working with children with special needs - both individually and in groups, as well as in an integrated classroom environment. They are also adapted for use in the distance learning process.
Learn more about each game and access teaching resources on the online Educators Guidebook at www.vividlyapp.com/erasmus.
The "Project: Social Kid" app is designed to learn and develop social skills, specially designed to be used also in working with children with special needs at different educational levels. Five scenarios can be played in the app, where, depending on the choices, the development of the scenario can be affected. Students, while playing the game, must observe the social conditions and make a choice - how they would communicate in such a situation. "Project: Social Kid" is intended for teachers whose subjects children learn social skills, social workers and other educators who become mentors for students. Download app: https://play.google.com/store/apps/details?id=com.Vividly.ProjectSocialKid
The "Project: Perspective" application is created to help learn and develop art and design skills. The app will be an appropriate daily assistant for teachers who teach art, painting and architecture. It is an educational game that allows you to improve perspective understanding and drawing abilities, and helps you learn 3D image understanding. The game has three parts - horizon, one-point perspective and two-point perspective - to learn. Students can work both individually and in groups, and it is possible to integrate it into the curriculum. Download app: https://play.google.com/store/apps/details?id=com.Vividly.ProjectPerspective
Project results were presented in the forum “For Teachers from Teachers” in Valmiera, Latvia which was highly attended and gathered more than 50 educators for inspiring presentations and masterclasses. Everyone can watch presentations online on the Vividlys Youtube channel https://youtube.com/playlist?list=PLqauP7gdYZ5PtFqa-P7opseUguQzAW_vI. Online webinars were also organized in each partner country.
About the project:
The project "Innovation is a mindset. Creating digital tools for impact.” was financed with the support of the European Commission's "Erasmus+: Youth in Action", which is administered by the State Education Development Agency in Latvia. This publication reflects the views of the author only, and the Commission cannot be held responsible for any possible use of the information contained therein.