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Learning serious video game coding for green awareness

2022-1-DE02-KA220-VET-0000854992022Cooperation partnerships in vocational education and trainingongoing
Countries: DE|IT|EL|ES|LV · Grant: €225,000
Open and distance learningEnvironment and climate changeCreating new, innovative or joint curricula or courses

Objectives

Specific objectives include: • Improve the employability of young people. • Increase the number of professionals in the video game sector in Europe. • Provide a learning environment that is accessible to different vocational training profiles. • Promote the development of serious video games that address issues of social awareness, with a special focus on raising awareness of environmental issues. • Set a benchmark in creating serious video games through a comprehensive modular course. • Raise awareness of environmental issues through the creation of mini-video games. • To offer tools for continuous learning, which allow the adaptation of personalized learning environments. • Encourage the incorporation of women into the video game sector as professionals. • Attend to inclusion both in the training process and in the creative results of video games. • Promote digital transformation, recognizing the technical skills necessary for the creation of video games and digital content. • Improve soft skills through the creative proposal of the project.

Background

The needs that were addressed with this project are: • Improve the employability of young people offering an alternative to young people who have been most affected by the crises. • Increase the number of professionals in the video game sector in Europe. • To provide a learning environment that allows access from different vocational training profiles. • To propose the keys to promote the video game sector that is serious and committed to aspects of social awareness. • To offer a benchmark in the creation of serious video games through a complete modular course. • Raise awareness of environmental issues through the creation of mini-video games. • Provide tools for lifelong learning, giving the keys to adapt personalized learning environments. • Encourage women to join the video game industry as professionals. • Attend to inclusion both in the training process and in the creative results of the video games. • Promote digital transformation by recognising the technical skills necessary for the creation of video games and digital content. • The project addresses some of the concerns of young people such as climate change and the green economy, low employability, economic and financial problems and gender inequality.

Project partners (6)