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European Innovative Teaching Award

Digital game-based learning

Coordinator: Saldus pirmsskolas izglītības iestāde "Pasaciņa" 

Projekt
A child engaged in play, fitting pieces of a number puzzle together on a flat surface.
Digital game-based learning

Summary

The project integrated core skills into preschool education through robotics and programming, fostering STEM, digital literacy, and mathematical thinking. Gamification enhanced literacy and citizenship, promoting inclusion. A digital roadmap and mentor network ensure long-term sustainability, turning technology into a meaningful tool for developing life skills and improving the quality of education.  

“The digital environment is the natural world for today's children, even within the learning process, technology is the key to making innovative education accessible to everyone, transforming every daily step into a meaningful discovery.”

Topic(s) addressed

  • Robotics
  • Programming
  • Digital literacy
  • STEM
  • Collaboration
  • Gamification
  • Inclusion
  • Life skills

Target group(s)  

  • Direct target: 16 staff
  • Indirect: 232 pupils (ages 1.5–7)
  • Community: 190 regional educators

Methodologies used

The project implements a multidisciplinary STEAM approach, integrating programming with language acquisition and other subjects through learning by doing. The methodology relies on game-based, self-directed learning to foster critical thinking. Inclusion is prioritised by involving staff with fewer opportunities and applying individualised approaches for children. By combining theoretical courses with job shadowing in Estonia, the project bridges formal and non-formal education. Educators develop original digital content to boost motivation, transforming technology into a tool for comprehensive competence development and formative assessment in daily practice.

Innovation environment

The institution drives innovation through a whole-organisation approach, involving educators, management, and support staff in mobility activities. A digital roadmap and mentoring system enable participants to train colleagues across various regions, ensuring extensive knowledge transfer. Sustainability is supported through digital games and materials accessible via a public cloud and the municipal website, fostering regional resource availability. Cross-sector collaboration through the sharing of experiences with other institutions and the local government supports an innovative environment. This ensures that technological and methodological resources remain available for the long-term benefit of every learner. 

Teachers’ role

Teachers have evolved into innovators and mentors, creating interactive games and educational films tailored to their students' needs. Following their mobilities, they serve as ambassadors of change by leading regional and national workshops. Acting as facilitators, they foster a safe environment for self-expression, collaborative inquiry, and the courage to experiment. By integrating international experiences and modern methodologies, these educators mentor their colleagues, driving the continuous development of the entire institution. 

Impact and output

As a result of the project, 70% of educators now use digital platforms daily, while 44% lead robotics lessons. Staff confidence and motivation to learn English have significantly increased. Inclusion was prioritised by involving four participants with fewer opportunities, ensuring equal participation. Training was provided to 78 educators from the Saldus, Tukums, and Riga regions, and a partnership was established with a Tallinn preschool. During open days, parents learned to use digital tools, reducing misconcpetions about technology. Specially adapted digital methods for children with speech disorders ensure an inclusive environment, while extensive regional knowledge-sharing contributes to the long-term modernisation of the entire educational system. 

Learn more about the project

Stakeholders

Koordinátori/koordinátorky

Saldus pirmsskolas izglītības iestāde "Pasaciņa"

Adresa
Latvia