1. Target group: This project is directly aimed as direct target group at students in secondary education, between 14 and 16 years old, being specially designed for being used in schools, by teachers when they face the education of the students in transversal subjects. They will have access to multimedia tools that will let them reach current society values regarding gender relations, fostering gender equality. But the expected impact is expected to be over the society in general, because this tool means to fight against all different kinds of gender violence, victimisation and bullying from the root, promoting to remove the behaviours and attitudes that create them. 2. Aims of the project: In general, the main objective of this Project will be the creation of two educative tools, a videogame and a Multimedia Handbook, that favour gender equality between genders, as a basic principle to develop a quality coexistence. Moreover, through this Project a website will be created where the developed tools will be hanged, also teaching aid and current information related to gender equality. 3. Products to develop: The main products and results of the project will be: 1) A Multimedia Handbook about gender quality, where recommendations will be collected and good practices in the equality area. 2) A videogame about gender equality. It will be designed for its main use in high schools for secondary students. It will be based on a role play that will include taking decisions in concrete situations in what the more common reaction and behaviour won’t be often the most suitable and appropriate in our society. As a reference, we could considerate the already developed for these subjects of bullying and cyberbullying: www.schoolbulling.eu and www.parentnets.eu A Guide to use Videogame and Handbook will be also produced to facilitate its use. The situations that will be included in this product will be directly related to the next objectives: i. Increase the awareness of the equality between both genders. ii. Reflection about fake beliefs that back up the love concept iii. Promotion of specific resolution skills iv. Highlight the kind of situations that lead to any kind of subjugation. 3) A multiplier event per country, where the main products and results of the project will be introduced to main target groups in participating countries. 4) A wide dissemination of the Project and its products and results.
The main objective of this Project was the creation of two educative tools, a videogame and a Multimedia Handbook,that raise awareness and favour gender equality as a basic principle to develop a quality coexistence. The videogame collects a series of scenarios from a teenagers’ daily life where the player can learn which are the correct behaviours and possible solutions. The GEGAME project materials will be useful for youngsters themselves but also for teachers (mostly formteachers, English language teachers and remedial teachers) at schools and psychologists, that have access to an open and free tool to work with students. The videogame is supported by a Multimedia Handbook/Guide that provides players with extra information on gender issues and at the same time serves as a guide for teachers to take the maximum benefit of this resource in class. Both resources can be downloaded in the website of the project, that was also designed to disseminate the project and include extra resources and materials that can be employed together with the videogame and the Handbook. The final aim of these materials was to raise awareness of gender issues among the youngsters for training them on how to prevent these situations and behaviours.
Gender equality is a topic that has been treated for a long time in order to promote a change in the behaviour of society. However, the current overview of gender issues shows that there are problems in society related to gender issues, new studies show that among young people new roles man-women are arisen, what causes gender violence by other means as communication tools (Whatsapp, Facebook, Twitter...): controlling the use of the telephone, controlling the social relations etc. For that, it was of a great importance to raise awareness among youngsters of the need to grow in a healthy-gendered environment. The key to achieve that is information aimed specifically at them, the teenagers, and that is how the GEGAME project was born. To palliate all these gender issues we have mentioned, the best way is to target young people at schools, supported by their teachers and classmates and in a different way that makes learning more attractive. The GEGAME videogame was a tool specifically designed to condensate and transmit the most common gender issues found in society in a way that they are simple and clear, directly aimed at transmitting the message. This videogame will be supported by a Handbook where all the issues of the videogame will be treated to deal with them in class when needed.