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Social Inclusion Through Gamification in Education

2020-1-IT02-KA204-0800782020Strategic Partnerships for adult educationfinalizedGood practice
Countries: IT|DE|HR|RS|PL|RO|ES · Grant: €184,076
New innovative curricula/educational methods/development of training coursesIntegration of refugeesKey Competences (incl. mathematics and literacy) - basic skills

Project summary

The European Union Council Resolution on a renewed European Agenda for Adult Learning highlighted that “much more remains to be done in relation to targeted learning for migrants”. The general objectives of SIGE is to support the social inclusion of low skilled people with a migrant background or belonging to a minority by contributing to the development and increase of a flexible blended gamified learning offer. In particular the objectives of SIGE are: - Research the needs of the low skilled people with a migrant background or belonging to a minority in relation with key competences and with how flexible, blended and gamified learning offer could deal with these needs. - Explore the educational potential of Gamification and game-based learning as an innovative instrument for enhancing active participation, engagement and inclusion in education and in society - Design an innovative blended upskilling learning course tailored for low skilled migrant or belonging to a minority that integrates game-based mechanics and game thinking to turn the learning process as a whole into a game as well as practical apps and tools to use games as part of the learning process - Design an innovative modular blended upskilling learning course tailored for low skilled migrant or belonging to a minority that integrates game-based mechanics and game thinking to turn the learning process as a whole into a game as well as practical apps and tools to use games as part of the learning process and that allows for the recognition of prior knowledge - Empower adult educators working with low skilled adult with a migrant background or belonging to a minority to use Gamification and game-based learning to deal with diversified groups and improve the quality of their teaching practice We aim at reaching these objective by implementing the following main activities: - Desk and field research to increasing knowledge of the local context in terms of education needs of migrants and people from disadvantaged background, thus obtaining a working environment fertile to the improvement and innovation of existing educational practices. The outcome can be used not only by Adult Educators, but also by other professionals, policy makers, stakeholders. - Creation of IO1 Adult education course "Upskill through Gamification", a blended course that aims to provide a unique gamified learning opportunity for people with migrants background or belonging to a minority to upskill and enhance their key competences and foster their integration and inclusion into society and the labour market. The course will be implementatedat the local level in each partner country. - Creation of OI2 “SIGE handbook for Adult Educators working with low skilled people with a migrant background” to support adult educational staff working with low skills people with a migrant background or belonging to a minority in using game-based elements and app in their teaching - Project Management and Dissemination, are also crucial in order to guarantee the correct and effective performance of the activities envisaged and ensuring that they are properly disseminated to the external audience. - Creation of SIGE network for cross-sectoral cooperation at the EU level focusing on Gamification for adult learners, that will gather the participating organizations of the project, accepting also any other stakeholder interested and aimed at SIGE is expected to impact on several levels: - At local level we expect to register the greatest impact, adult educators will in particular get acquainted with innovative methodologies to teach and foster the integration of people with fewer opportunities, in turn becoming active agents of similar new initiatives. The local migrant community and minorities will in be motivated to engage in adult training. - At the regional and national level we expect to see an increase and innovation of the educational offer for migrants at the regional and national level. More and more subjects, even among fragile ones, will be included in lifelong learning activities. The contribution of associated partners and stakeholders can encourage, at this level, a positive change also in terms of public policies able to support the integration of migrants into education. - At european level, thanks to the creation of SIGE network for cross-sectorial cooperation at EU level other European adult organizations and NGOs will be able to learn about our project, access the blended education course and adapt them to improve and innove their activities. This will develop a greater sense of belonging to Europe, the creation of new transnational projects and synergies and the development of new teaching paths with an international scope.

Objectives

The specific objectives of SIGE, implemented and reached by the project, are the following: O1) Research the needs of the low skilled people with a migrant background or belonging to a minority in relation with key competences and with how flexible, blended and gamified learning offer could deal with these needs O2) Explore the educational potential of Gamification and game-based learning as an innovative instrument for enhancing active participation, engagement and inclusion in education and in society O3) Design an innovative modular blended upskilling learning course tailored for the target that integrates game-based mechanics and game thinking to turn the learning process as a whole into a game as well as practical apps and tools to use games as part of the learning process and that allows for the recognition of prior knowledge O4) Empower adult educators working with low skilled adult with a migrant background or belonging to a minority to use Gamification and game-based learning to deal with diversified groups and improve the quality of their teaching practice O5) Develop a cross-border and cross sector synergy (Sige Network) with the purpose of creating innovative uses of Gamification tailored to the needs of low skilled people with a migrant background or belonging to a minority

Background

As the European Union Council Resolution on a renewed European Agenda for Adult Learning highlighted that “much more remains to be done in relation to targeted learning for Migrants”, the SIGE project was thought to support the social inclusion of low skilled people with a migrant background or belonging to a minority by contributing to the development of a flexible blended gamified learning offer allowing them to develop the key competences. The main pre-identified needs of the target, that were analyzed, confirmed and/or changed thanks to the results of the field research and desk research conducted in the first phases of the project, are: - Improve their comprehension of spoken and written language of their host country that will help them achieve more independence in carrying out everyday activities; - Strengthen their speaking skills and improve their vocabulary in order enhance their ability, confidence and motivation to interact and build social relations; - Improve their comprehension of spoken and written english language; - Learn basic IT skills to enhance the quality of their life and social inclusion; - Improve their knowledge about the culture of their host country and intercultural awareness and competences; - Improve their soft skills required from the labor market, like public speaking, communication and teamwork.

Project partners (7)