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GAMES: Vectors of Learning!

2023-1-IT02-KA210-SCH-0001549892023Small-scale partnerships in school educationfinalizedGood practice
Countries: IT|TR|FI|FR · Grant: €60,000
Awareness about the European UnionEuropean identity and valuesDemocracy and inclusive democratic participation

Objectives

1. To increase the academic success of our students and provide them with equal educational opportunities. 2. To strengthen social cohesion and foster respect for different cultures, ensuring community solidarity. 3. To improve students’ basic language skills (in both English and the national language). 4. To enhance digital technology skills, ensuring students become more proficient in the digital world. 5. To prevent early school leaving and make education more engaging by using games, thus increasing students' interest in school. 6. To involve families in the educational process and create a strong connection between the school and home. 7. To teach values such as peace, democracy, and human rights through games, fostering sensitivity to these values in students. 8. To promote awareness of cultural diversity and encourage students to engage with the games and traditions of other cultures.

Background

The main reason we applied for this project was our shared desire to address the common challenges we face in our schools. As partner schools, we all deal with issues such as early school leaving, peer bullying, low academic achievement, and the socio-economic disadvantages of our students. To address these needs, we aimed to increase our students’ academic success and strengthen their social cohesion. By using the theme of games, we believed we could create a more engaging and fun learning environment that would boost participation. Through digital games, we also aimed to improve students’ technological skills and promote values such as tolerance, peace, and democracy through cultural diversity. This project was also a means to offer equal opportunities for our students, boost their self-confidence, and involve families more actively in the educational process.

Project partners (4)