Tag: Projects

Shaping the future of education through play: The G4C Multiplier Event invites you to Slovenia!

The Erasmus+ project G4C cordially invites everyone interested in gamification to the second multiplier event "Playful Learning: Innovative pedagogical approaches for business education" on December 2, 2024 in Maribor, Slovenia. The event offers the opportunity to gain exciting insights into the application of gamification in vocational education and to exchange ideas with international experts about current developments in the field of gamified education. Look forward to...

Fostering Innovation and Collaboration: Highlights from the SMART Project Consortium in Dresden

The Smart Project Consortium was held on the 25th-27th of September in Dresden, Germany, graciously hosted by the Dresden University of Applied Sciences. During this significant visit, several essential topics were discussed with insightful presentations and discussions on the implemented and future activities within SMART Work Packages 1, 4, 5, 6, and 8. The conversation delved into the various activities...

Close the Gap – CtG-MigHa – A new project to promote the labour market integration of immigrants

In order to support immigrants in their career prospects in retail, the InnoVET PLUS project Close the Gap - CtG-MigHa, funded by the Federal Ministry of Education, started at CODIP on August 1, 2024. The joint project, led by the Central Office for Vocational Training in Retail (zbb), develops AI-supported consulting and training offers for immigrants to qualify for the retail job market....

CODIP project KoKoN2 at the E-Teaching Day 2024

The 6th E-Teaching Day took place at the TU Dresden on April 15 and 16. On this day, teachers had the opportunity to learn about and exchange ideas on the possibilities of digital university teaching in a variety of lecture and discussion formats. The BMBF project KoKoN2 (Competent Collaboration in a Network) was also represented and presented itself in two formats, an online workshop and a market stand...

Citizens' Advisory Council actively designs the intelligent suggestion system in the Kraft-Copilot project

The Kraft-Copilot project held a hands-on workshop with the project's citizens' advisory board on May 22, 2024. The project aims to develop and test an adaptive, gamified learning and networking platform in a participatory manner with young adult carers. Various methods are used to achieve joint knowledge generation and participatory technology development. As part of the hands-on workshop, an adaptation of the method was developed...

Project launch ELMeKS.digital: Promoting media literacy for teachers in Saxony

At the beginning of May, the project team of the new project "Entry-level solutions for teacher training for media competence development in Saxony with a focus on the fields of social pedagogy, health and care, and physiotherapy (ELMeKS.digital)" heralded the start of the project at the kickoff meeting in the Center of Open Digital Innovation and Participation (CODIP) at the TU Dresden. In a small, relaxed group, the basic project structures were discussed, existing framework conditions were examined, and responsibilities...

G4C:NGE Multiplier Event 2024: Playful Learning in Next Generation Entrepreneurship Education

The Erasmus+ project G4C:NGE cordially invites all gamification enthusiasts to the first Multiplier Event “Playful Learning in Next Generation Entrepreneurship Education” in Rotterdam. The conference offers an exciting opportunity to explore gamification as a tool to improve entrepreneurship education and to network with like-minded people from all over the world. Experience innovative approaches developed during this EU-funded project and...

Learning through play: Gami|cation as an innovation bridge between gamification and education

As the challenges of getting young people excited about complex learning content and motivating them in the long term increase, gamification is becoming increasingly important as an experience-oriented approach in education. This is why the CODIP's Digital Learning and Gaming Cultures (DLSK) cluster focused this year on the fusion of gamification and education, which resulted in the game Gami|cation - The Learning and Teaching Adventure. Gami|cation aims to...

Meetings in virtual space: Review of the GeNeMe pre-conference

This year, participants in the annual conference of the Communities in New Media (GeNeMe) were able to enjoy a real novelty: The pre-conference on September 13, 2023 was held for the first time as a "didactic double-decker". Under the title "Building bridges or creating barriers? Participation and exclusion through virtual reality in education and society", the application of virtual reality in the context of...

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