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The 2nd MAXIMUS Transnational Meeting

The 2nd MAXIMUS Transnational Meeting

On February 21st and 22nd, the second MAXIMUS transnational meeting occurred. Specifically, Universidade da Maia (ISMAI) hosted the project meeting in Maia of Portugal, for the purpose of the “Maximising learners motivation, engagement and learning through gamification” European project.

Gamification in education is a method that pushes the boundaries of this discipline, by enriching the possibilities of the teaching spectrum and maximizing learning experiences.

MAXIMUS: In Short

MAXIMUS is an Erasmus+ project that deploys the potential of game-like insertions to enhance learners’ engagement; and contribute to students’ self-development, transversal skills, deep thinking, and creativity.

Visit the project’s official website and find out more about MAXIMUS.

The MAXIMUS Transnational Meeting: The Key Points

On the first day, partners discussed in depth the management aspects of the project. In particular, they focused on financial and administrative issues and their progress so far. Furthermore, the consortium discussed the dissemination processes and brainstormed ideas for further promotion of the project.

On the second day, attention turned to the MAXIMUS platform, where the 3 responsible partners (KRR, ISMAIA, iED) presented their ideas. Following the presentation, the consortium reviewed the work done so far. In addition, the partners discussed the pilot implementation in schools and set guidelines for the system’s proper and effective use.

Finally, the MAXIMUS transnational meeting ended, with the representatives taking part in social activities, which were strengthening the consortium members.

The MAXIMUS platform

Currently, the MAXIMUS partnership is focused on delivering a quality interactive platform, which will motivate students’ to be more active in the educational process.

In particular, the platform will include tasks and rewards that students will be able to redeem, either digitally or in person at school. At the same time, an online, educational card game will insert the platform’s content. Through this card game, students will learn while playing and receive more rewards.

Specifically, the rewards will be related to their avatars. Avatars will be another form of reward for students, where everyone will be able to create their own unique character in the online community, which will emerge. Through the game and tasks, students will be able to earn unique items for their avatar, ranging from accessories to facial expressions.

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