“Learn Europe is a game for young people”
Strategic Partnerships Program for Erasmus Plus KA2 School Education realized within the framework
In order to effectively reach various target groups, the project will use the methods introduced in the COE and EC Training Kits in particular, by combining different educational, multidisciplinary and operational tools, supporting the interaction of methodologies and techniques for intercultural education.
In addition, the following methodologies will be applied: EXPERIMENTAL LEARNING, LEARNING BY DOING, GAMING LEARNING
Therefore, many of the intellectual products envisaged in the project will be able to involve a large number of young learners: 1000 young people who, after the planned outputs (consisting of various elements and tools), can be actively involved in the innovative educational path created by the European partnership, at least in the last 6 months.20,000 are anticipated indirect beneficiaries.
With the direct active participation of school students, the project aims to create a "European Union space" suitable for new generations with a series of interactive recreational-cultural-educational tools and activities in Europe, promoting intergenerational dialogue and an active European sense. citizenship using innovative gamification and digital products. This will allow the development of a higher quality work developed on European citizenship in the school sector today, as the project will produce the right tools for working with young people and offer teachers "a new way to explain Europe". and values "through "serious games" that can involve students and enable them to learn by actively participating and having fun.
It is clear that the reasons behind the project proposal are clearly very much linked to the current state of knowledge and distrust that especially young people, but also adults, had at one time or another, towards institutions and especially those who feel "less close" from a regional perspective. , as at present, there are few job opportunities, especially in the South; Nationalist pressures are increasing across Europe; the economic crisis seems to have started again; European rules are perceived by everyone as a little too restrictive.
The aim of the project is to make everyone understand that we need to have more faith in our existing European institutions by investing in more active participation in the social and political context. The feeling of being a European citizen.
It will also be a way to push people to exercise their right to go and vote more consciously, as the European Commission has invested heavily in all countries in 2019 (the election year of the new European Parliament) with the #thistimeIvote campaign. Therefore, following this knowledge/educational trail, the project will push the next generation of voters to believe more in European institutions even after 2019.
Therefore, the main aim of the project is to communicate the European Union and its institutions at the same time in a simple, modern, innovative, urgent and conscious way.
The target group will consist of at least 1000 young students, as well as educators and teachers who will jointly develop the "active and proactive way of knowing" about Europe and its institutions, by emphasizing and enhancing the founding values of a common Europe.
The project activities program aims to include as direct beneficiaries: employees of partner organisations; students and youth; teachers and trainers; stakeholders and the general public.
It will be managed as part of a strategic pan-European partnership made up of organizations highly experienced in the fields of gamification and multimedia education training in the use of serious games and game development. group and board teaching games. The project includes the development of a 32-month activity to create a path based on the following 7 vehicles:
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