SIGE – Social Inclusion Through Gamification in education is an Erasmus+ Strategic Partnership project coordinated by ELA which aims to explore the educational potential of Gamification and game-based learning as an innovative instrument for enhancing active participation, engagement and inclusion in education and in society.
The main objective of the project is to support the social inclusion of low skilled adults with a migrant background or belonging to a minority by contributing to the development and increase of a flexible blended gamified learning offer. The project aims additionally to empower adult educators to use Gamification and game-based learning to deal with diversified groups and improve the quality of their teaching practice. |
Project Overview
Project info Action: Erasmus+ Strategic Partnership for Innovation - KA204 Adult
Project code: 2020-1-IT02-KA204-080078 Duration: 01/10/2020 - 30/09/2022 |
Themes addressed Social inclusion, Innovative Education,Upskilling adult learners, Gamification, Developing key competence
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Partners of the project Fundacja MODE (Poland), Demetrius Association (Romania), CFIE de Ebro (Spain), The Comparative Research Network (Germany), Primary school “Sveti Sava” (Serbia), Craft College (Croatia).
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In order to reach the main objective of the project, the partnership will create and develop two Intellectual Outputs specifically designed for the target group and the adult educators working with low skilled adult students with a migrant background or belonging to a minority:
O1: Adult education course “Upskill through Gamification”A blended course that aims to upskill and enhance the key competences of the target group, providing them a unique gamified learning opportunity and fostering their integration and inclusion into society and the labor market. The course will be implemented at the local level in each partner country.
O2: “SIGE Handbook for Adult Educators”A manual to support adult education staff working with the target group in using game-based elements and apps in their teaching. The manual will deal with key principles, goals and aims of gamification and will report the lessons learnt and good practices from the first editions of the course "Upskill through Gamification".
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Activities
Kick-off meeting The kick-off meeting of the SIGE project took place online on January 27th and 28th.
During the meeting, partners detailed the strategies for effective management, dissemination and monitoring of the project and started planning the activities to come in the next months. |
Research phase
The first activities carried out are the desk and field research to gain a better understanding of the national contexts and investigate the target group's educational needs and preferences. All partners submitted online questionnaires to low skilled adult learners and carried out interviews with the adult educators who will be involved in the next phases of the project
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