In the project’s second phase, the MAXIMUS platform underwent testing with participating schools’ teachers, trainers, and learners to evaluate the system’s practicality, identify any deficiencies, and gather feedback from the education community to make the tool available for use in schools. The testing […]
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Opportunities to Use Gamification in Remote Education
Examples of Applications That Support Gamification in Remote Classes: Since gamification is also based on technological solutions, it is worth introducing the topic of online applications and tools that can be used during remote classes. Using online applications and platforms requires teachers to […]
Maximizing Learner’s Motivation, Engagement And Learning Through Gamified Environments [Newsletter #2]
In a world full of distractions, MAXIMUS wants to motivate students’ engagement in the learning process using digital technologies, especially by introducing gamification elements in the classroom. We have designed and developed a demo version of the MAXIMUS system in the partnership so […]
The Importance of Student Motivation and How to Achieve It
Student motivation can make the difference between student success and failure. It is something teachers of all levels should focus on to truly have an impact on their students’ lives. A 2018 research showed that engaged students are 2.5 times more likely to […]
Newsletter #1: Getting to Know the Maximus Project
Motivation has been the core of attention among teachers throughout the years as it constitutes the backbone of the learning process. Learning is a complicated, dynamic process that gets completed through the learner´s motivation and engagement. The sudden digital transformation we have witnessed […]
Gamification as a Means of Education Today
Playfulness is a natural human trait that greatly influences the emergence and development of culture. It is the spontaneous language of children, who use it to learn a variety of behaviours. Playing represents the most natural and significant educational means. It leads children […]
Maximus Gamification Development Progress
The Portuguese team of the Maximus project presented and stress tested the avatar editor at the Qualifica education fair, which took place at Porto – Exponor on 20-23th of April 2022. The avatar editor was thoroughly explored by the curiosity of dozens of […]
NARRATING A GAMIFICATION
Giving a story to a gamification system is not strictly necessary. If it’s not correctly done, either too childish or too complex, it could create distance between the students and the system. If rightly done, it helps with the immersive experience and gives […]
The Elements of Gamification in Education
The term gamification refers to the use of various play-based mechanisms and elements to enhance the learning experience. What does not constitute gamification? Gamification is neither a game nor a form of game-based learning. It is a novel approach to learning that incorporates […]
MAXIMUS at Slovakia’s Contracting and Sales Fair
At the contracting and sales fair, which took place on 7.4 – 10.4.2022, we presented the MAXIMUS project in several forums, which the Cluster of Regional Development implements in the ERASMUS + program. In the beginning, we presented information and outputs of the […]
The Importance of Gamification in Education and Student Engagement
Gamification isn’t something new in education. Different forms of gamification have been used in learning for quite some time. The recent proliferation of digital technologies has revamped gamification with more possibilities and new ways to integrate it into teaching methodologies. The importance of […]
The MAXIMUS Kickoff Meeting
On the 1st of October, the MAXIMUS kickoff meeting occurred in Trnava, Slovakia, where the project partners discussed the course of “Maximising learners’ motivation, engagement and learning through gamification” Erasmus+ project. The MAXIMUS Kickoff Meeting Agenda MAXIMUS project design was developed to produce […]