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MEGA boost 4.0. - VR for Future Skills

2020-1-PL01-KA227-YOU-0964672020Partnerships for Creativityfinalized
Countries: PL|LV|CZ · Grant: €113,199
ICT - new technologies - digital competencesInclusion - equityKey Competences (incl. mathematics and literacy) - basic skills

Project summary

Our project will develop innovative teaching methods. It is a response to the problems faced by all European countries, where stationary education is unavailable due to world disruption (i.e. coronavirus pandemic) Project goals: To develop new innovative solutions for the acquisition of project implementation competences of the future, develop opportunities for all in acquiring and developing future competences, including key competences and some basic skills: In order to foster employability, socio-educational and personal development, as well as participation in civic and social life. In order to improve the quality of education; To promote the improvement of the quality of youth work in general game education, support and reinforce the development of future competences for all individuals from early childhood and throughout life. The main innovative result of the project will be an VR game, which will not only provide a modern educational tool according to the individual needs of learners, but will also have an inclusive approach, providing learning opportunities according to participants' individual abilities, connected with key competences. Project will reach results: Tangible results: IO1: Research on Future Competences IO2: Gaming Methodology Framework IO3: VR Mobile Game IO4: Education Manual Intangible results i.e.: - creating an innovative model that includes innovative educational model combining together non-formal education, gaming, future competences based educational approaches for empowerment and acquisition of young people's competences to improve and maintain success in the future job-market and well-being; - mapping knowledge about different approaches that can be applied to address future competences of young people; - elaborating and testing gaming based educational approaches, methodologies and tools, combined with non-formal education, and aimed at youth aged 16 to 24, particularly the ones with fewer opportunities, and focused on improving their success in the future job-market and well-being; - developing youth oriented new approaches, methodologies and tools for empowering young people to overcome challenges related to the future job-market and well-being, and allow to find solutions that would be efficient and help young people to deal with challenges during the transition from childhood to adulthood; - setting up innovative learning experiences which support and promote also the development of competences of well- skilled, autonomous, prepared for future and resilient citizens; target group: youth , youth organisations, educators, schools and university, parents, decision-makers, business of the future.

Objectives

Our project aimed to develop innovative teaching methods and address the needs in the field of youth, creativity, skill development, and inclusion. Objectives included promoting creative use of technology in education, bridging competence gaps for future job market, supporting cooperation between youth organizations and the creative sector, promoting inclusive educational solutions, and enhancing competences of teachers and youth workers. Achievements encompassed research on future competences, gaming methodology framework, VR mobile game, and education manual. We created an innovative educational model combining non-formal education, gaming, and future competences-based approaches. Short-term outcomes included mapping knowledge, testing gaming-based methodologies, empowering young people, and setting up innovative learning experiences. The project improved collaboration, enhanced project management skills, engaged stakeholders, and facilitated the use of the developed methodology and tools. Long-term effects involved dissemination, increased awareness, access to an effective methodology, and improved capabilities of educators and youth workers. All project goals were successfully achieved.

Background

We applied to develop innovative teaching methods in response to the unavailability of stationary education caused by disruptions like the pandemic. Our project aimed to address the acquisition and development of future competences, improve education quality, and enhance youth work. The main result was a VR game that provided tailored learning opportunities and promoted key competences. Tangible results included research on future competences, a gaming methodology framework, a VR mobile game, and a video education manual. The project fostered an innovative educational model combining non-formal education, gaming, and future competences-based approaches. We targeted youth, educators, and stakeholders, promoting employability, socio-educational development, and civic participation. Our project achieved these goals, offering inclusive learning experiences and empowering resilient citizens. We disseminated project results, increasing awareness and utilization of the methodology and tools. The project contributed to digital technology integration and open pedagogies, ensuring equal access and well-being for all students.

Project partners (5)