LIFEComp through Game Based learning in Adult education: a game design

Erasmus+ Adult EducationSmall-scale partnerships in adult educationID: 2023-1-BE02-KA210-ADU-000154024
EC Contribution
โ‚ฌ600
Consortium Size
4 orgs
Start Year
2023
โ–ถSummary

The primary objectives of the project were to develop a framework and game design for LifeComps using game-based learning. This approach aims to provide effective learning opportunities for adults...

โ–ถObjectives

The primary objectives of the project were to develop a framework and game design for LifeComps using game-based learning. This approach aims to provide effective learning opportunities for adults. Specifically, the project wanted to create a game for life competence development in line with the LifeComp framework from the European Union (Sala et al., 2020). Ultimately, our goal is to make adult learners more resilient and adaptable to the demands of a rapidly changing society and labor market.

โ–ถActivities

The project was implemented through several key activities. Four transnational project meetings facilitated collaboration and ensured effective project management. Activities related to intellectual outcomes included researching game frameworks and design principles for successful learning, aligning game design with LifeComp learning objectives, and conducting trials to test the game design. This was made possible through ongoing planning and consistent follow-up to ensure the project's continued progress.

โ–ถImpact

A game design framework was developed, incorporating principles such as Constructive Alignment and Universal Design for Learning (UDL), tailored specifically for LifeComp learning. This framework served as the foundation for creating game mechanics, learning activities, and assessments focused on competencies like self-regulation, collaboration, and critical thinking. The project also led to the creation and testing of a tabletop role-playing game, "The Island LifeComp Game," designed to enhance life competencies in young adults. The game features an interactive gameplay environment with challenges on an island map. Digital questionnaires and tools like the System Usability Scale (SUS) and NASA-TLX were used to assess the game's effectiveness. Results revealed improvements in participants' life competencies, confirming the educational impact of the game. The game underwent multiple design iterations based on feedback, refining game mechanics and materials. Adaptations were made to enhance language and cultural relevance, improving accessibility and educational quality for diverse groups.

Consortium (4)