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Building Key Competences Through Challenge Based Learning

2018-1-PT01-KA202-0472662018Strategic Partnerships for vocational education and trainingfinalized
Countries: PT|UK|RO|CZ|PL|CY|FI|IE · Grant: €222,808
Creativity and cultureICT - new technologies - digital competencesEntrepreneurial learning - entrepreneurship education

Project summary

While access to technology was one of the first key measurements of digital inclusion in today's digital environment the focus has switched from access to competence; participation in the digital domain depends increasingly more on knowledge, skills and attitudes than it does on access to and use of digital technology. Being digitally competent is nowadays both a requirement and a right (COM/2018/ 22). Digital technology enriches education and offers new learning opportunities. It facilitates problem-based and interactive learning and enables a personalisation of the learning experience (SWD(2017)264). Digital technology can improve results in education, in particular by enabling access to additional learning resources, and supporting disadvantaged students, such as those from low socioeconomic backgrounds, or with disabilities, or living in remote areas. Since 2014, there has been a worldwide growth in the use of educational escape rooms in both physical and digital learning environments. They represent an innovative way to bring technology and critical thinking into the learning environment, and the benefits are twofold: games have a history of promoting engagement in a learning environment even among those for whom formal education has failed; the collaborative elements help students develop social and team-working skills. The objectives of the project are to: - Encourage the development of creative and critical thinking skills through the development of alternative pedagogical resources based on constructivist learning theory - Build the digital competence of young adults through engagement with bespoke learning resources - Foster an entrepreneurial spirit among young Europeans ensuring that they have the necessary skills to research, select, analyse, organise and present information - Promote the rich cultural heritage of Europe by ensuring that all escape room challenges address topics with a cultural heritage focus - Support front-line tutors to harness the potential of mobile learning environments to build high-value skill sets within their marginalised target groups Youth unemployment is one of the most persistent negative impacts of the financial crisis in Europe. Within the ranks of young people there are a considerable proportion of NEETs for whom future prospects are bleak. NEURO-GUIDE will promote an innovative methodology to re-engage marginalised young people and support them to build high-value transversal skills essential for employment.

Final report summary

While access to technology was one of the first key measurements of digital inclusion in today's digital environment the focus has switched from access to competence; participation in the digital domain depends increasingly more on knowledge, skills and attitudes than it does on access to and use of digital technology. Being digitally competent is nowadays both a requirement and a right (COM/2018/ 22). Digital technology enriches education and offers new learning opportunities. It facilitates problem-based and interactive learning and enables a personalisation of the learning experience (SWD(2017)264). Digital technology can improve results in education, in particular by enabling access to additional learning resources, and supporting disadvantaged students, such as those from low socioeconomic backgrounds, or with disabilities, or living in remote areas. Since 2014, there has been a worldwide growth in the use of educational escape rooms in both physical and digital learning environments. They represent an innovative way to bring technology and critical thinking into the learning environment, and the benefits are twofold: games have a history of promoting engagement in a learning environment even among those for whom formal education has failed; the collaborative elements help students develop social and team-working skills. The objectives of the project were to: - Encourage the development of creative and critical thinking skills through the development of alternative pedagogical resources based on constructivist learning theory - Build the digital competence of young adults through engagement with bespoke learning resources - Foster an entrepreneurial spirit among young Europeans ensuring that they have the necessary skills to research, select, analyse, organise and present information - Promote the rich cultural heritage of Europe by ensuring that all escape room challenges address topics with a cultural heritage focus - Support front-line tutors to harness the potential of mobile learning environments to build high-value skill sets within their marginalised target groups Youth unemployment is one of the most persistent negative impacts of the financial crisis in Europe. Within the ranks of young people there are a considerable proportion of NEETs for whom future prospects are bleak. NEURO-GUIDE promoted an innovative methodology to re-engage marginalised young people and support them to build high-value transversal skills essential for employment.

Project partners (8)