A Serious Game for Innovative Education in Ethics of Technology

Erasmus+ VETKA210-VETID: 2023-1-EL01-KA210-VET-000161379
EC Contribution
โ‚ฌ600
Consortium Size
3 orgs
Start Year
2023
โ–ถSummary

The organizations collaborating in this project are facing issues connected to the rapid advances of technology and the inability of society to follow that rhythm. In addition, the ethical dilemmas connected to these advances and the use of the emerging technologies by the populace have yet to be answered, or in some cases, have yet to be identified. Via this project, the consortium aimed to draw upon public resources created via our contribution, and produce tools and educational methods that will aid in the increase of understanding of the ethical challenges faced by the recent advances of technology. In addition, the consortium aimed to further promote ethical awareness and foster the ability to think critically about technology and science, prioritizing the values of the meaning of European identity. VET trainers and institutions (starting with the consortium members) are at the forefront of these challenges, as they need to prepare the future professional world to better identify these challenges and face them with knowledge and prudent decision-making. The consortium addressed this need via the creation of a modifiable game-tool which allows open discussions and views on the topics of interest.

โ–ถObjectives

The consortium aimed to increase understanding and awareness of the ethical challenges faced by modern-day entrepreneurs and innovators, increase uptaking of education and the wish for upskilling in the digital era. We wish to provide tools to VET trainers that will aid them in their efforts to provide quality education, thus foster their critical thinking ability on topics of technology and science in such a way that it prioritizes core European values. Next, the consortium aimed to utilize existing results of previous projects to create educational tools that will be both innovative and attractive to the learner, thus also increasing the attention of the learner and the absorption rate of information. Additionally, the consortium aimed to encourage civic engagement, by promoting ethical approaches to the advances of technology in society to VET learners. The project aimed to combine new learning methodologies and enhance VET resources, thus in turn create an enticing learning environment and the innovation in VET education by the creation of a modifiable game-tool, combining all the above needs in a way that it will be suitable for use within the learning process.

Consortium (3)