Natalia Padilla-Zea

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This document, produced by OpenGame project with the support of the Erasmus+ Programme, aims to define the learning outcomes, course content, learning activities and assessment methods to be included in the OPENGAME gamified course. The contents on open education proposed here comprises 8 modules based on 8 competences. For each competence we have defined learning outcomes. The modules are built around the practices identified and described in IO1 (García-Holgado et al., 2020). In each module 3 practices are used to engage the trainees, having one as the main one, further explored, and two others to broaden the expertise in the area.

This handbook, produced by OpenGame project with the support of the Erasmus+ programme, aims to contribute to the adoption of open teaching practices among educators in the Higher Education area. In order to do so, the document presents 24 real-life open teaching practices that respond to eight main challenges that educators face today and that can be tackled through open approaches. These challenges are: Broaden access to learning for enrolled students, Broaden access to learning for non-enrolled learners, Improve quality of teaching resources, Improve course design, Increase students motivation, Increase students engagement, Assess students in a useful way for their future career, Use the learning potential of students’ online life. For each of these challenges, we present three open teaching practices, detailing their potential for transferability and the competences needed to put them in place, ultimately aiming at inspiring educators to try out these methods to make their teaching more inclusive and innovative. Also, the document presents an original Open Education Competences Framework, structured around one transversal attitude, two competences areas (open resources and open pedagogies) and a number of detailed skills.