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Project number: 2014-1ES01-KA201-003392_5


A cooperation for innovation and exchange of good practices!


MinecraftEDU - Playing in classroom.

MinecraftEDU - Playing in classroom.

Portuguese students training for the competition in Italy! Read More
LET'S PLAY - Gaming activities for students.

LET'S PLAY - Gaming activities for students.

Students are more involved in several classroom activities... Read More
SEMINAR - Introduction to the concept of Gamification

SEMINAR - Introduction to the concept of Gamification

Learning how to integrate games in classroom... Read More
TRAINING SESSION for Portuguese Teachers

TRAINING SESSION for Portuguese Teachers

Learning how to integrate games in classroom... Read More
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Short description (see full article in the upper menu)

In the “Tackling early school leaving: A key contribution to the Europe 2020 Agenda” document a close connection between early school leaving and unemployment has been highlighted and declared “In 2009, 52% of early school leavers in the EU were unemployed or outside the labour market. Even when they are in work, they earn less, tend to be in more precarious jobs, and are more often dependent on social assistance. They participate less in lifelong learning and thus re-training. Their educational disadvantage can create a growing handicap for them.

Teachers could enhance pupils’ motivation to learn and to stay at school through using videogames as teaching and learning tools for promoting students interest and active participation to school activities. The project partners think that game-based learning supports modern learning theories. In games learners participate and experiment in secure virtual environments (Activity Theory), learners experience different situations (Situated Learning), and learners learn through direct experiences based on their interactions in the game. (Experiential Learning) (Tang et al., 2012)


Homepage // Ingaming


Classroom games grant students a break from learning a given subject the way they're used to, introducing fun methods to strengthen and further their understanding of the subject. Games provide a variety of ways to impart knowledge through creative, interactive and interesting activities. Classroom games can either help teach students a specific subject or help develop important skills essential to life and learning like teamwork and critical thinking.

Welcome to find out more about this project.

Partners involved...

  • IES Sant Vicent Ferrer (SP)
  • Istituto Comprensivo Sacchetti (IT)
  • Zespol Szkol w Cewicach (PL)
  • Agrupamento de Escolas de Vilela (PT)
  • Alparslan Ortaokulu (TK)

People Say

  • Game play isn’t just about fun. There’s some serious brain science at work behind the game that’s integrated with learning chunks.
  • "Gamification," depending on the context, can refer to many conceptions of games and learning — most often the transformation of traditional learning environments through the use of incentive measures inspired by some games
  • user 1

    The Axonify Blog


  • user 2

    Sean Duncan

    - Indiana University.

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About Us

The Multimedia Game for Inclusion Project is funded by the European Commission under ERASMUS+ Action: KA2-Cooperation for innovation and the exchange of good practices.
The project's contractor is IES SANT VICENT FERRER(ES).

Project start date: 01-09-2014 Project end date: 31-08-2016 Email:



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