Through the exchange of good practices, the partnership of the project “LearningGames” will look for answers to the needs of trainers, educators, and facilitators in the area of adult education, lifelong learning, and vocational training with regard to using learning games.

By submitting learning games to a process of monitoring, evaluating and assessing we will search for the relevant aspects of games and playing, that have a significant role in facilitating the communication and integration on a social level, in creating bridges to other fields of interest, in crossing language and cultural barriers, in overcoming stereotypes and in providing the learner with a new insight and confidence in his cognitive potential. “LearningGames” will negotiate the idea of integrating games in formal and non-formal training structures proposing and discussing standards, outputs and evaluations supported by research and analyses that can be validated on a European level.

Partnership Profile:

“LearningGames” is rooted in the experience of the project promoter W-Point with non-formal learning frameworks in adult education and his interest in researching about the cognitive and educational value of games and their practical application. The consortium of 6 partners from 6 countries represents a best practice partnership of (small) companies, institutions, NGOs, and Universities. Our team of experts will ensure a smooth implementation of the project. Through their network, the participating institutions will realise a wide dissemination strategy on the local, national, regional and international level.

Methodology & Implementation Activities:

Five MasterGames have been devised during the preparation of the project by the partners following clear guidelines. These MasterGames will be introduced, considered and discussed in the first of four transnational partner meetings. Playing activities (playing events) of the MasterGames monitored individually by every partner will take place between the meetings. The information gained through the monitoring and evaluations will be presented at the next partner meeting in the form of an overall assessment considering the factors predefined in the methodology of the project. In the next step, (equivalent to the 2nd meeting), the master MasterGames will be exchanged in the partnership and consequently be played in the new environment, monitored by the respective partner. A similar procedure will take place in the 3rd meeting when we will also undertake a new assessment of the game considering the exchange and rotation factors. In the final (4th) meeting we will concentrate on the particularities of the evaluations, the validity of the observations and assess the learning games by matching results and insights with our predefined goals and objectives.

The findings and results will be documented on the project’s website. Observations done during the monitoring will be related to subjects that play a key role in the current discourse on learning games, e.g. flow of information, time frame and time line, (self-)evaluation, strategy and metacognitive factors. These concepts have been considered in the preparation but definition and usability of them will be revised and determined in the course of the project by the partnership as a result of the experienced praxis.

Results and Impact:

The result will be a set of best practice guidelines for teachers, trainers and facilitators considering the monitoring and evaluation standards developed and applied during the project. The project’s intention and vision is to give a further input to concepts and practices in adult education by emphasising the importance and status of ludic elements in learning.