About project

About project

Programe: Erasmus+

Key Action: Cooperation for innovation and the exchange of good practices

Action Type: Strategic Partnerships for higher education

Project Reference: 2017-1-PL01-KA203-038535

Start: 01-09-2017 - End: 31-08-2020

Erasmus+ dissemination platform: http://ec.europa.eu/programmes/erasmus-plus/projects/

General goal

The general goal of the project is to improve the quality of didactic methods and tools in the 4 HEIs forming the partnership, by designing and implementing innovative cooperative games developing a selection of competences valuable in the 21st century labor market.

Main objective

The main idea of the project is to develop a hex board game and a set of four culture-specific role playing games to be used in the classroom environment at a higher education level. Through games and gamification the students will have an opportunity to practice and develop the 21st century skills, such as communication and cooperation skills, creative and logical thinking, awareness and openness towards intercultural differences.


Wyższa Szkoła Filologiczna we Wrocławiu, Poland,
Høgskulen på Vestlandet, Norway,
Universitatea „Vasile Alecsandri” din Bacău, Romania, and
Univerza v Ljubljani, Slovenia.


Project title: GameIT: Gamestorming for Innovative Teaching

Applicant Organisation: Philological School of Higher Education in Wroclaw (WSF), Poland

Partner Organisations:

  • »Vasile Alecsandri« University of Bacau (UVAB), Romania,
  • Western Norway University of Applied Sciences (HVL), Norway,
  • University of Ljubljana (UL), Slovenia,

The main goal of the project is to improve the quality of didactic methods and tools in the 4 HEIs forming the partnership, by designing and implementing innovative cooperative games developing a selection of competences valuable in the 21st century labor market.

The main goal of the project corresponds to individual particular goals:

  1. Extending the repository of didactic solutions at the 4 HEIs by implementing a joint EuroHex board game and 4 role-playing games developing mainly creative thinking, communication and group work skills, and forming intercultural awareness.
  2. Increasing the 4 HEIs' potential to implement innovative teaching methods by developing a methodology for creating and applying role-playing games.
  3. Increasing the academic staff's didactic competence by providing them with an e-book (with guidelines on using board and role-playing games in academic classes) and a videoguide (with sample EuroHex/role-playing game sessions along with a methodological commentary on the roles for students, teacher-moderator and the corresponding critical situations).

The above-described particular goals are pursued in the cooperation of all the HEIs involved in the project.

The total number of project participants is 117, this including:
16 academic teachers, 40 students, 1 professional consultant, 60 guests of the dissemination conference.

The project involves the participation of persons not financed as part of the project, totaling 172, including: 150 students, 8 academic teachers, 4 professional consultants, 10 business consultants.

The main activities of the project comprise:

  1. Designing, testing and deploying of 1 EuroHex board game.
  2. Developing the methodology for cooperative games.
  3. Designing, testing and deploying of 4 role-playing games related to cultural contexts.
  4. Preparing an e-book titled GameIT: Gamestorming for Innovative Teaching.
  5. Producing a videoguide with methodological commentary on the games developed as part of the project.
  6. Organizing an intensive study programme for academic teachers and students.
  7. Dissemination of the results and good practices developed as part of the project.
  8. A conference for the dissemination of the developed intellectual output (Poland).

Intellectual output:

  1. 1 board game,
  2. 1 methodology,
  3. 4 role-playing games,
  4. 1 e-book,
  5. 1 videoguide.

During the project and at the end of the project, it is assumed that apart from the intellectual output, the following results will be achieved:

Hard results:
1 Internet website, 1 Facebook fanpage, 40 certificates of participation in the intensive study programme – for students, 12 certificates of participation in the intensive study programme – for academic teachers, 1 intensive study programme, 1 dissemination conference.

Soft results:
Increased 21st century skills among students; increased activeness and engagement of the students participating in classes; increased quality and variety of didactic classes in the four participating HEIs; increased level of cultural awareness and expression among the students playing cooperative games; increased teacher motivation and engagement for the use of games in the didactic process; game-making skills developed in teachers; experience in the carrying out an international project; exchange of good practices on the carrying out of a project as part of Erasmus Plus Strategic Partnership.

In the view of the planned activities and expected results, the influence of the project on the participants and the institutions, as well as on the project’s environment will be visible on the following levels: local, regional/national/ European/international.

The direct influence of the GameIT project will translate into the quality of the didactic solutions offered by all of the organizations forming the project’s consortium – deployment of innovative games will have an advantageous effect on the main recipients of the project’s results, i.e. students and academic teachers.

The indirect influence of the project will be experienced by all organizations (associated partners, new entities interested in the project, such as companies, associations etc.) reached as a result of dissemination activities. The long-term benefits will allow increasing the quality of education in all partner HEIs, this being achieved by implementing cooperative games in every day teaching practices viewed as innovative didactic solutions.