ThinkGame

Cooperation to implement creative Thinking and Gamification for innovative online training of STEM students

Boost creativity in STEM students and empower educators with innovative methods

Use gamified digital tools to boost creativity in STEM students, enhance e-learning, and empower educators with innovative methods.

Greater student success

Personalized and engaging learning will help students remain motivated, leading to improved academic performance and career readiness.

Stronger e-learning systems

Institutions will benefit from advanced e-learning methodologies, making education more effective and adaptive to future challenges.

Enhanced teacher competency

HED teachers will gain new skills to incorporate digital and gamified learning tools, enriching their teaching methods.

 Improved creative thinking

Students will develop stronger problem-solving skills and creativity, essential for success in the technology-driven economy.

Key objective 1:

Develop a methodology for digital tools

Create a structured approach to designing digital tools that incorporate gamification to enhance creative thinking in BSc ICT students.

Key objective 2:

Enhance teachers’ e-learning capabilities

Equip HED teachers with innovative methods to integrate these digital tools into partner institutions’ e-learning systems.

Key objective 3:

Adopt a student-centered learning approach

Create a structured approach to designing digital tools that incorporate gamification to enhance creative thinking in BSc ICT students.

Key objective 4:

Increase motivation and engagement

Utilize gamification to spark students’ creativity, making learning more enjoyable and reducing disengagement.

Key objective 5:

Reduce dropout rates

Improve retention rates in ICT programs by providing more engaging and personalized learning experiences.

Co-funded by
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.