
About the ThinkGame Project
Discover the project
Project description
The current generation of STEM students, who have been impacted by the pandemic, requires a strong drive and the ability to swiftly adjust to changes to succeed in today’s technology-driven economy. A collaboration between partners has been established to develop a methodology for constructing digital tools that employ gamification to enhance creative thinking among BSc ICT students. The objective is to enhance teachers’ abilities to incorporate innovative methods in the partner s e-learning system. By incorporating digital innovative tools and adopting a student-centered approach, teachers will enhance the value of classical learning, empowering students to personalize their learning path and select engaging options. This strategy will ignite students’ creativity and stimulate their interest and motivation, leading to lower dropout rates and greater success in a fast-paced and constantly evolving environment.
Project motivation
The ThinkGame project addresses key challenges faced by STEM students post-pandemic, such as reduced creative thinking and lack of sustained learning habits. It introduces gamified digital tools to enhance problem-solving skills. The project also aims to improve learning quality through student-centered, flexible e-learning solutions while supporting educators with innovative teaching methodologies. Additionally, it seeks to reduce dropout rates by motivating students with engaging, interactive educational tools.
Activities
- Training program for teachers at ICT domain
- Proof-of-concept with creative thinking and gamification techniques for STEM courses
- Guideline on how to implement customized digital support for students
- Description of learning outcomes using European e-Competence framework
- Implementation of teaching pilot program (1st year-testing phase) – the use of tools in the educational process, (2nd year sustainable phase) – partners cross-use the tools
- Dissemination of the results
The importance of gamification in STEM education
Gamification enhances STEM education by making learning more engaging, interactive, and effective. It transforms complex concepts into enjoyable challenges, increasing student motivation and participation. By incorporating elements like points, badges, and rewards, gamification fosters problem-solving skills, critical thinking, and creativity. It also personalizes learning, helping students progress at their own pace while reducing dropout rates and improving retention in demanding STEM fields.

the European Union
KA220-HED – Cooperation partnerships in higher education
2023-1-RO01-KA220-HED-000152883 – Romania
ThinkGame – Cooperation to implement Creative Thinking and Gamification for innovative online training of STEM students.
Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.