Super Power of Play in Adult Critical Education
▶Summary
SP2ACE aimed to achieve several key objectives focused on enhancing engagement in adult education through game-based learning (GBL), promoting the development of digital competences and resilience...
▶Objectives
SP2ACE aimed to achieve several key objectives focused on enhancing engagement in adult education through game-based learning (GBL), promoting the development of digital competences and resilience and establishing effective strategies for incorporating GBL into adult education. The project sought to - raise awareness of the value of games in adult education - establish methodologies for incorporating gaming into adult education courses - improve the intention of adult educators in developing their digital skills - foster a welcoming "community of practice" - provide opportunities for participants to new learning - tackle critical learning challenges and develop strategies for overcoming them. To achieve the above, the project brought together a diverse group of educators, adult learning organisations, game developers, and ICT experts, aiming at facilitating the sharing of experiences and knowledge in successfully adapting critically reflective learning into a gamified environment. By leveraging the expertise of these stakeholders, the project intended to provide a collaborative learning environment that would enable participants develop new skills, expand their knowledge and ultimately increase engagement in GBL adult education.
▶Impact
At the end of the SP2ACE project, a vibrant learning community was created through offline (hackathons and workshops) and online (webinars, project website, and social media) interactions. The community consists of 57 practitioners and experts from adult education, game-based learning, digital & non-digital game developers, researchers, and gamers, who engage in beneficial discourse that involve exchanging knowledge and experimenting with new tools and ideas. The project provided a territory for generating and discovering new perspectives regarding engaging digital learning and games in adult learning. Partners expanded their knowledge and understanding of digitalization and game-based learning practices. The Transferability toolkit, which reflects the processes and learning acquired through the SP2ACE project, was disseminated to the partnership's networks and beyond - https://publuu.com/flip-book/122163/319094/page/1. The workshops conducted during the hackathon were recorded and edited, resulting in 12 short videos that are available on the project’s website and YouTube channel for interested parties to use (www.sp2ace-project.eu , https://youtu.be/Gha8nTMBHLI ).