PARTNERS
Project Partners
Krakowskie Centrum Zarządzania i Administracji
31-157 KrakówPlac Matejki 10/3+48 12 429 41 41, kczia@komesnet.com.plkczia@komesnet.com.pl
kczia.eu
EUNOIA
1000 SKOPJE Dizhonska 33+38979253454eunoia.mk
Diefthynsi Defterovathimias Ekpedefsis Nomou Fthiotidas
35100 LAMIAKYPROU 85+30 2231 022 964mail@dide.fth.sch.grdidefth.gr
Asociația Școala Inovației
210246 Tîrgu JiuALEEA NICOLAE TITULESCU BL.7, SC.1, AP.1Aleea Nicolae Titulescu+40773955288asi.proiecte@gmail.com
Hasanoglan Atatürk Fen Lisesi
06850 ANKARA104.sokak No:40Necati Karamustafaoğlu+903128661005
hasanoglanfenlisesi06@gmail.com
Gamification is a strategy that employs game mechanics, techniques, and theory in areas that traditionally do not function like a game. The word can be traced back as early as 2004 (“Gamification,” n.d.), but the concept goes back further. The boy scouts, sports, and the military uses forms gamification, in which a person can gain a “level” or rank when successfully completing enough tasks
- Geuter, 2012
Concern for one's neighbour as a fundamental value for the education of tomorrow and an inherent expression of human compassion. It must be manifested not only to the members of one's family, to one's colleagues, but also to all disadvantaged, sick, poor or disabled people.
- The report of the International Commission on Education for the 21st Century for UNESCO
More people than ever before in the history of the world now have both direct and indirect contact with each other, and increasingly this includes people from a variety of diverse language and cultural backgrounds.We can, therefore, ascertain that intercultural abilities are one of the key competencies in the 21st century
- Fantini