Game experience

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The Digital Bridges game aims to

  • introduce learners to a range of some of the critical approaches within the nursery / child care environment
  • enable learners to acquire critical skills of description, analysis and evaluation through critical reflection
  • enable learners to acquire skills in collaborative communication, autonomous learning, structured discussion and information technology.

The introduction of game-based learning models coupled with the Pedagogical Framework and the Curriculum reflects the use of two main educational approaches: active learning (knowledge acquisition based on hands-on experiences), and learning-by-reflecting (group discussions and reflection on individual assessment, obtained scores of the game, etc.).

To emphasize on the fact that learners are active during the simulated practice, in the graph below, the stages of the learning cycle are expressed by verbs.



Graph: The learning experience within the simulated practice