INGA - inclusive games in adult education

Erasmus+ Adult EducationPartnerships for cooperation and exchanges of practicesID: 2021-1-LV01-KA210-ADU-000030235
EC Contribution
€600
Consortium Size
4 orgs
Start Year
2021
Summary

The main objectives of this project was promoting inclusion and diversity in adult education, improving the competences of educators and other adult education staff and to give concrete advise on ...

Objectives

The main objectives of this project was promoting inclusion and diversity in adult education, improving the competences of educators and other adult education staff and to give concrete advise on how to use games in adult education about European values such as inclusion, diversity, participation and engagement. That includes methods of addressing the target group, shaping learning environments through games, exploring the strengths and limitations of the use of games in adult education, best-practice examples, information/instructions about special games, information about what games can be used for as well as concrete methods to implement games in educational activities and working environments. The main focus of using games is knowledge transfer. This includes theoretical knowledge on a certain topic, e.g. European values, but also soft skills that can be taught and validated very well through them. Next to this the creation of learning environments is also an important topic for us.

Activities

In order to raise awareness about games as an effective educational tool and to provide adult educators with new educational materials - games, during the project implementation were created 3 intellectual outputs: - Manual-toolkit on the power of games for adult education - Games for inclusion (4 new games) - Collection of good practices of existing games and tools for inclusion in adult education. During project implementation also 4 Multiplier events were organised, held 2 Transnational meetings (in Latvia and Spain) and was implemented Project management activities throughfull all the implementation process.

Impact

The project had visible and invisible results: Visible results are intelectual outputs created during project implementation: IO1: Manual-toolkit on the power of games for adult education IO2: Games for inclusion (4 new games) IO3: Collection of good practices of existing games and tools for inclusion in adult education. The invisible results are gained competencies and raised awareness about games as an effective and powerful tool in adult education. Target group of the project was adult educators - trainers, teachers, project managers, support persons etc.

Consortium (4)