The project "Gammopoly - The game of life for adult education" is a project of strategic partnership in adult education field, developed by a consortium of 5 european organisations from Romania (AICSCC – Gamma Institute), Italy (CEIPES), Portugal (Check – In Association), Spain (Aspaym Castilla y Leon) and Poland (IAiRS) on a period of 20 month. The main aim is to facilitate the access of adults to inovative methods of nonformal education, through which they can develop key competencies and life abilities for a better insertion on the labour market, that is more and more focused on technology and continuous training. For fulfilling this aim, the partners are focusing on 3 specific objectives: 1. The facilitation of development of key competencies on the labour market, through a boardgame that simulates reality and crises situations in lifespan. 2. Increasing working competencies of adult educators (psychologists, psychotherapists, coach, carrer counselors, trainers, human resources specialists) for developing new activities in order to integrate better adults with lower levels of key competencies. 3. Incresing the organisational capacity for the 5 european organisations for developing toolkits and instruments they can use in their daily work and extending the activities with adults with fewer opportunities on the labour market, promoting social inclusion. The project began from the need of adults to be continuously focused on their personal, proffesional and familial development, so they can have healthy decisions for their lifes. Another important need is the one of the specialists in adult education, which don't have very extended tools for personal development of adults, including the development of social skills, key competencies and abilities for a healthy lifestyle. For answering these needs and problems, the 5 organisations proposed a new intellectual output - a boardgame named Gammopoly, including a work methodology in the field of adult education and a website through which promote this kind of nonformal education instruments. also, the toolkit with have recomandations for the proffesionals which are working with people facing difficulties (as disabilities, refugees, migrants, persons with lower socio-economic background). During the project, 20 specialists will be trained for the use of the toolkit and boardgame, learning how to make a debriefing with a big impact on participants. The intellectual output will be tested during the project in working sessions and 500 adults will benefit of it. The project is ending with 5 multiplier events in which will participate 250 adults which will play Gammopoly (50 per country) and 100 specialists in the field of adult education, which will participate on a round table to discuss new strategies for using and developing innovative instruments for adult educations field and for the development of key competences and life abilities.
The main goal, previously specified, was achieved through 3 specific objectives: 1. Facilitate the development of key competencies sought in the European labor market for adults by developing non-formal learning tools, such as a boardgame that simulates crisis situations at various stages in an adult's life cycle. 2. Increasing the working skills of specialists in the field of adult education (psychologists, coaches, career counselors, psychotherapists, facilitators, human resources specialists) for the development of innovative activities that facilitate the integration of adults into the ever-changing labor market. 3. Developing the organizational capacity of 5 organizations in Europe for the development of non-formal learning kits and tools for adults and expanding activities with adults with difficulties in integrating into the labor market.
The project "GAMMAPOLY: The game of life for adult education" is a strategic partnership project - innovation with the main goal to facilitate adults' access to non-formal learning ways to develop life skills and key competencies for much easier integration into the labor market and to maintain, at the same time, the relations within the family, in a functional way. The project started from the basic need of adults to continuously improve and to develop personally, professionally and family, so that they can make healthy decisions for their well-being in all 3 directions mentioned. Also, another strong need addressed was that of professionals working for the integration into the labor market of adults who face a weak development of skills, key and teamwork skills, communication, negotiation and decision making, which makes it difficult to access the labor market, but also integration into teams. In order to respond to these needs and problems, the 5 partner organizations thought of elaborating an innovative intellectual product - a reality simulation boardgame, accompanied by working methodology for specialists in education and a site on which educational tools can be promoted for groups of adults.