
Partner consortium has joined forces and has produced the first result – Report on Collection and Analysis of Currently Available Gamification Tools. The report presents a detailed collection and analysis of 24 widely used gamification and digital learning tools – such as Kahoot, Quizlet, and EdPuzzle – carefully selected for their relevance and applicability to adult learners. These tools are organised into three thematic areas: digital literacy, teaching English as a foreign language, and fostering self-motivation through the development of soft skills.
For each tool, the report offers a critical overview of key characteristics, advantages and disadvantages, adaptability to different age groups and knowledge levels, and practical possibilities for use in adult education settings, supporting educators in making informed pedagogical choices. The report is available in English and all partner languages, and it can be downloaded directly from the project website for free.