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InterGames: Incorporating Interdisciplinarity in Secondary School Education Using Conflict Video Games

2023-1-AT01-KA220-SCH-0001221682023Cooperation partnerships in school educationongoing
Countries: AT|CY|RO|SE|IT|ES · Grant: €392,603
International relations and development cooperationCreating new, innovative or joint curricula or coursesInitial and continuous training for teachers, trainers and other education staff

Objectives

The InterGames project aimed to strengthen the capacities of teachers and students (ages 14–16) through interdisciplinary approaches using conflict-based video games. This directly addressed the overall objective of promoting interdisciplinarity in upper secondary education. The project focused on analyzing the curricular implementation of interdisciplinary teaching, supported by desk research and empirical studies, and the assumption that games can foster interdisciplinarity was examined in a scientific report. To support teachers, an accessible open online course, the Virtual Learning Lab (VLL), was provided, allowing educators to familiarize themselves with interdisciplinarity and game-based learning and to deepen their knowledge. The VLL forms the basis for teacher training. Additionally, concrete, tested teaching materials were developed to facilitate the introduction to game-based learning. They are flexibly adaptable to different secondary school levels in the project countries, reference SDGs, cross-curricular topics, and specific subjects, and actively support teachers in implementing interdisciplinary teaching methods.

Background

Südwind applied as lead applicant with a strong consortium with expertise in Global Citizenship Education for the InterGames project to enhance secondary school curricula through innovative interdisciplinary approaches. The project aimed to build teacher and student capacities using conflict-themed video games as pedagogical tools. Key needs addressed: 1. Curricular Innovation: Introduced interdisciplinary thinking to tackle complex global issues in traditionally monodisciplinary systems. 2. Peace Education: Promoted 21st-century skills such as critical thinking, empathy, and social responsibility through conflict case studies. 3. Digital Transformation: Provided inclusive digital resources, including a Virtual Learning Lab, to strengthen resilience and digital education. 4. Engagement Gap: Leveraged serious games to engage students preferring non-traditional learning, activating those less involved. Impact: InterGames bridges the gap in practical resources for secondary school interdisciplinarity, preparing 14–16-year-old students for the labor market and active citizenship.

Project partners (7)