Innovative GAming Methodologies in Education
▶Summary
I_Game aimed to bring together partners working in different fields of board game industry (manufacturing, structure & design, needs analysis, inclusion of people with disabilities, Minorities an...
▶Objectives
I_Game aimed to bring together partners working in different fields of board game industry (manufacturing, structure & design, needs analysis, inclusion of people with disabilities, Minorities and/or Socially Excluded people) through 4 Learning Training Teaching Activities (LTTAs) in order to combine their different perspectives, experiences and expertises and to make the design of a serious board game up-to-date with modern board game industry techniques and mechanics that all can capitalize. The specific objectives were: OBJ1-Improve competencies of educators and other adult staff OBJ2-Inclusion and diversity in all fields of education OBJ3-Create upskilling pathways, improve accessibility and increasing take-up of adult education Our scope was through the series of 4 LTTAs, to update the pedagogy and didactics of Game Based Learning (GBL) and empower the utilization of board games as learning methodology. The project aimed also to disseminate the gained experience to relevant stakeholders (organizations and individuals supporting people with Disability and/or Minorities or Socially Excluded people, board game Industry professionals and societies) in order to enable more institutions to benefit from the project’s results.
▶Activities
Partners implemented the following activities: - Kick-off meeting, 8 participants - Interim TPM in Arad, 8 participants - LTTA 1 in Pila (manufacturing and technical aspect of Board Games), 13 participants - LTTA 2 in Karditsa (structure and design), 10 participants - LTTA 3 in Athens (needs analysis and application for people belonging to Minorities or being Socially Excluded), 10 participants - LTTA 4 in Arad (needs analysis and application for people with Disability), 11 participants - Creation of 4 informational videos - Creation of 4 documents with experiences - Creation of an inclusive Board Game (extra activity not required from application, serving as a practical example, based on the gain knowledge) - 25 local, national and international events and trainings for presenting, disseminating and/implementing I_Game practices - 11 online meetings for creating project results and monitoring project advancement -other dissemination activities (eg. social media posts, website, newsletters, press release) All these activities aimed to provide training, inform and achieve an impact on the project's target groups not only during the project’s life cycle but also after its completion.
▶Impact
The project brought together organizations and businesses in the field of using Modern Board Games as a Learning Tool. During the project, partners developed the following results in order to promote best practices shared and implemented among partnership -4 Documents with the experiences of the professional that took part in the training activities -4 videos highlighting the experiences and the knowledge gained in the training activities. Those two tools aimed to dictate the advantages of the integration of modern board game mechanics into the educational process via GBL. -1 collaborative Board Game, created during LTTA 3 via a co-creation workshop as a practical example of an inclusive board game. Further than these the consortium created extra material that promoted and disseminated the project’s aims, results and activities (in english and all partners’ national languages) 5 newsletters 1 press release Website of the project - i-gameproject.eu 1 leaflet /flyer Presentations from TPM’s and LTTAs (in English) 1 interim & 1 Final Dissemination report 1 interim & 1 Final Evaluation report All these materials are uploaded as Open Education Resources on the project's website and Erasmus + platform results, and EPALE.