LTHP game, a tool to motivate learning
Gamification as a motivational tool in education “The mechanism of intrinsic motivation is much
Projekt No.:
Erasmus+ 2020-1-HU01-KA201-078819
Period of support: 2020.11.01.-2022.10.31.
Amount of support: 218.138 EUR
Partnership:
Leader: Férfiak Klubja (HU)
Partner organisations: Interregió Fórum Egyesület (HU), Hargita Megyéért Egyesület (RO), Új Esély Egyesület (HU), Corvin Mátyás Alapiskola (SK)
Our presentation material can be viewed without registration by CLICKING HERE under Guest (Recommended device: laptop/desktop)
Digital curriculum in mathematics and reading comprehension for 8th graders (SK 9th grade), organised in adaptive learning pathways to support differentiated learning.
Supporting responsible parental choices in the digital age – a digital curriculum for parents
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LTHP Simple BETA app for Android devices
The student will not be able to exit the tutorial app until he/she has completed the homework assignment.
The LTHP DELTA Solution provides a tool to control your child’s device and set conditions for different types of applications (learning and other applications).
Create your own learning groups and assign adaptive learning pathways to them. Use existing content or even create new content!
The partner organisations of the project have previously worked on a number of projects using mobile devices and various digital solutions to support the learning process of disadvantaged children. In their experience, solutions using educational games and/or gamified framework stories have proven to be very useful to support the learning process. In some situations, notably in out-of-school activities specifically for disadvantaged children, the promise of ‘free play’ after the end of the learning programme proved to be an even stronger motivation. However, the manual control of 12-20 devices in an out-of-school classroom is always a very demanding task for teachers and session leaders, especially as they also have to control the content of the ‘free sessions’ if they want to prevent unwanted or harmful play/content. The use of specific monitoring applications can make the job easier, but none of these applications is automatically linked to the learning performance of the pupils.
We are developing a digitally supported methodology based on collaboration between teachers and parents/guardians to support students’ learning efforts.
The project will develop an innovative methodology based on a specific ICT support system that will:
Gamification as a motivational tool in education “The mechanism of intrinsic motivation is much
The results of the Learn THEN Play project were presented at the LocalAction4Education workshop
We wanted to complement the maths task set with video content that would make
A digital platform for cooperation between schools, parents, guardians and schools to support students
The central topic of the 5th International Project Meeting was the preparation of methodological
Within the framework of the Learn Then Play project, we aimed to develop a
The 4th LTHP International Project Meeting took place on 25 March 2022 in Budapest,
Our level-jumping maths curriculum is ready. The content was created by practising teachers with
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Learn THEN Play projekt, Erasmus+ 2020-1-HU01-KA201-078819