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Technology for Peace

619462-EPP-1-2020-1-RO-EPPKA2-CBY-ACPALA2020Capacity Building for youth in ACP countries, Latin America and Asiafinalized
Countries: RO|IN|VN|PL|PH · Grant: €147,128.4

Project summary

With the increasing access to mobile and web-based platforms, across all ages, education level, and income level, new avenues of engagement are opening up. One of these is pedagogical innovation in education, through “game-based learning”.This project is based on the need to bridge the digital divide between and among the youth of diverse background and culture. This need comes from the changing political climate and forces; increasing nationalism sentiment that affect the relationship and identity across the EU region; and the increasing migration issues due to border flow controls. Further, despite the increasing technological innovation, there is still a huge gap between the haves and have-nots or people with fewer opportunities. In light of these challenges, the proponents aim to create a platform where innovative learning, entertainment and exchanges may materialize at once. Aims and Objectives:While popular games highlight pure entertainment, the ultimate goal of the project is to utilize an innovative solution that would bridge the digital divide and bring peace through better understanding and appreciation of identities and challenge attitudes and prejudices among youth and youth workers across Europe and Asia. The proposed project shall:• create a meaningful and a purposeful avenue of exchanges and learning through mobile and web-based platforms; • create a learning environment that will allow learners and players to reflect upon cultural identities by bringing innovative educational experience through immersive, situated- and other social forms of learning;• tackle issues relating to history, culture and identity in a more effective and interactive wayRelevance of the Project to the Objectives of the OrganizationsWith this project, the consortium organizations would like to create an opportunity where different groups not only discuss the emerging issues of cultural divide, but to create a strategic plan and sustainable platform anchored on the core areas of action the EU youth strategy – engage, connect, and empower. The partners for this endeavor have shared-interests geared toward innovation in capacity building. Target GroupsThe target groups of the project include youth, youth workers, educators, trainers and people with fewer opportunities across all sectors. Particular attention will be given to the promotion and understanding the identity and culture of the underrepresented groups.

Objectives

The main goal of the project was to create a platform for innovative learning, entertainment, and exchanges through mobile and web-based platforms. Specific objectives:To establish a platform for exchanges and learning through mobile and web-based platforms, overcoming barriers and facilitating cross-cultural engagement, To create a learning environment that encourages reflection upon cultural identities through game-based learning, promoting self-awareness, empathy, and respect diversity.

Background

The project aimed to address the pressing need to bridge the digital divide and promote cultural understanding and identity appreciation among diverse youth in Europe and Asia. The project acknowledged the increasing access to mobile and web-based platforms across different demographics. It recognized the changing political climate, including rising nationalism sentiments impacting relationships and identities within the EU region, as well as migration issues due to border flow control.

Final report summary

<< Background >> The project aimed to address the pressing need to bridge the digital divide and promote cultural understanding and identity appreciation among diverse youth in Europe and Asia. The project acknowledged the increasing access to mobile and web-based platforms across different demographics. It recognized the changing political climate, including rising nationalism sentiments impacting relationships and identities within the EU region, as well as migration issues due to border flow control. << Objectives >> The main goal of the project was to create a platform for innovative learning, entertainment, and exchanges through mobile and web-based platforms. Specific objectives:To establish a platform for exchanges and learning through mobile and web-based platforms, overcoming barriers and facilitating cross-cultural engagement, To create a learning environment that encourages reflection upon cultural identities through game-based learning, promoting self-awareness, empathy, and respect diversity. << Implementation >> To ensure the project's success, the consortium recognized the importance of youth mobility in capacity development for this innovative approach. The organised activities were: Kick-off Meeting (Romania), Design-Thinking Activity (Philippines), Production/Coding (Online Collaboration), Prototype Testing (Vietnam), Launching of Web and Mobile App Platform (India), Final Evaluation Meeting (Poland). << Results >> The main project results were: Mobile application - inVOLve aims to create a dynamic learning environment for both learners and players. This innovative educational tool encourages users to reflect upon their cultural identities and offers a unique social form of learning. Web platform - www.inVOLveforPeace.org aims to provide young people with access to valuable learning and volunteering experiences. It also strives to break down the barriers between young individuals from Europe and Asia.

Project partners (5)