CONTEXT This project started in the COVID-19 crisis which accelerated the need for modernisation and digital transformation of education and training systems across Europe. In this context, it was necessary to reinforce the ability to include digital tools in the classroom. Additionally, together with the difficulty of including environmental education activities related with the current curriculum of different subjects, that could engage the students, the concept of this project was born. As the idea of the project progressed, it was clearly connected to the priorities of the Erasmus+ on building capacity to implement online, blended and distance teaching and learning; to develop digital pedagogical competencies of educators, enabling them to deliver high quality inclusive digital education; and to develop and/or use high quality digital content, all of them identified in the KA226 - Partnerships for Digital Education Readiness. OBJECTIVES Within the realm of school readiness, the GET UP! project had identified three objectives that were successfully accomplished during the project's course. The partnerships have promoted the networking of institutions across the EU, sharing of resources and expertise, and collaboration with digital technology providers and experts and relevant pedagogical practice, to develop a tailor made solution adapted to local challenges and realities of natural parks, always in connection with the needs of the educational institutions. The objectives established during the elaboration of the proposal were: 1. Innovative and digital gamification as an educational tool for upper schools on Parks and environment. 2. Promotion of biodiversity protection and natural parks as relevant social and educational value of European cultural heritage, with strong connections to job creation and economic growth. 3. Strengthening the profile of the teaching professions with new skills and knowledge in Digital tools and gamification. PARTICIPANTS The project saw the active participation of a partnership consisting of 8 organisations, involving a total of 5 European countries: 1. eco&eco (Italy): A company specialising in economic research and consultancy for the management and interpretation of local resources. 2. InEuropa srl (Italy): An organisation engaged in EU projects, supporting public and private entities in accessing European financial opportunities, providing technical assistance, and addressing education and training, youth, culture, environment, and social issues. 3. IES Jérica Viver (Spain): A Vocational Training Centre (secondary level). 4. DNAMAR COMPUTERS SP ZOO (Poland): A private company offering training and ICT solutions across various sectors and age groups. 5. ENTE DI GESTIONE PER I PARCHI E LA BIODIVERSITÀ EMILIA OCCIDENTALE “PARKS AND BIODIVERSITY MANAGEMENT AUTHORITY - WESTERN EMILIA" (Italy): A public authority responsible for nature conservation. 6. GYMNASIUM KAROL Štúra (Slovakia): A secondary grammar school providing general education. 7. ENVIRONMENTAL AGENCY OF ICELAND (Iceland): Operating under the Ministry for the Environment, this agency promotes the protection and sustainable use of Iceland's natural resources and public welfare through environmental conservation and safe consumer goods. 8. LOW CARBON ECONOMY FOUNDATION (Spain): The project coordinator, boasting expertise in environmental education, innovative education methods, sustainability, and project management. ACTIVITIES AND METHODOLOGY The GET UP! project underwent three distinct phases: 1. PREPARATION: The first phase involved extensive research on the environment and the knowledge to be imparted to schools, but also in teambuilding and gamification learning. 2. IMPLEMENTATION: The second phase focused on applying this knowledge through gamification in environmental education. This phase culminated in the creation of a learning game, fostering knowledge transfer among teachers and actively engaging students in the project. 3. PILOT AND EVALUATION: The final phase of the project, in which the beta version was tested with the students, and more feedback was received. After the second modification, the rest of the parks were integrated, and a final revision was made, making sure all the parts were coherent, and the main data was correctly included in the four parks. Within the project there were several activities that are divided into: 1)Management and implementation; 2)Transnational project meetings; and 3)Multiplier events; 4)Learning, training and teaching activities (LTTA). Three Transnational Project Meetings were performed (the first one virtually due to COVID restrictions at that time). Regarding Activities, a total of three LTTAs were carried out, the first two focused on staff to learn about gamification and environmental education, and the third one focused on the students, and activity that included not only a real connection with nature, learning about one of the parks included in the game, but also the first experience of the students playing the game created during the project. These activities were: C1: Educational Training on Gamification and Digital Tools for Teachers (Short-term Joint Staff Training Event) C2: Setting up of the Educational Tool (Short-term Joint Staff Training Event) C3: Field Visit and Experimental Application of the Method (Short-term Exchange of Groups of Students) Finally, three Multiplier Events took part in the project, one in Spain, one in Italy and one in Poland. RESULTS AND IMPACT The GET UP! project successfully contributed to multiple domains, including environmental education, school readiness, modernisation of educational methodologies, and European cultural awareness. The main tangible result has been the creation of a serious digital game that simulates the management of different parks and shows the differences and similarities among various European countries (Italy, Spain, Slovakia and Iceland). Nonetheless, in order to create all the information, extra documents are available to simulate a board game, but also reports about the different parks that can be an extra support for educators for implementing the game in the classroom. Its impact was most prominent within the education sector, but it also extended to institutions focused on environmental conservation and EdTech.
During the project, the partnerships have promoted the networking of institutions across the EU, sharing of resources and expertise, and collaboration with digital technology providers and experts and relevant pedagogical practice, to develop a tailor made solution adapted to local challenges and realities of natural parks, always in connection with the needs of the educational institutions. The objectives established during the elaboration of the proposal were: OBJECTIVE 1: Innovative and digital gamification as an educational tool for upper schools on Parks and environment. OBJECTIVE 2: Promotion of biodiversity protection and natural parks as relevant social and educational value of European cultural heritage, with strong connections to job creation and economic growth. OBJECTIVE 3: Strengthening the profile of the teaching professions with new skills and knowledge in Digital tools and gamification.
This project started in the COVID-19 crisis which accelerated the need for modernisation and digital transformation of education and training systems across Europe. In this context, it was necessary to reinforce the ability to include digital tools in the classroom. Additionally, together with the difficulty of including environmental education activities related with the current curriculum of different subjects, that could engage the students, the concept of this project was born. As the idea of the project progressed, it was clearly connected to the priorities of the Erasmus+ on building capacity to implement online, blended and distance teaching and learning; to develop digital pedagogical competencies of educators, enabling them to deliver high quality inclusive digital education; and to develop and/or use high quality digital content, all of them identified in the KA226 - Partnerships for Digital Education Readiness.