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The GAME of PHONES project seeks to develop a compendium of educational materials and resources to support adult educators address the needs of the most difficult to access ‘Sustained’ NEETs who might be characterised as the 'don’t want to learn, unable to learn' sub-set. The GAME of PHONES consortium believes that if the most difficult to reach target groups can be re-engaged by the approach and resources developed then it is fair to assume that the ‘easier’ target groups will also be re-engaged. Partners are committed to addressing disadvantage, combating failure in education and enhancing pedagogic and didactic approaches in adult education.Digital technology enriches education and offers new learning opportunities by enabling access to additional learning environments and resources that can be used to attract and integrate reluctant learners. The primary objective of the project is to design and develop a bespoke challenge-based educational intervention aimed at re-engaging NEETs and supporting them to build skills and competences to assist their reintegration to education or employment. The proposed resources will be developed as webquests which will be designed and produced for access on smartphones. These resources will use inquiry-based and project-based learning embedding the acquisition of key competences into the individual webquests. To ensure that this approach is sustainable partners will also develop a bespoke in-service training programme to support adult educators to harness the full potential of this compendium of new mobile learning resources and integrate the new resources into their everyday activities. In-service training will place a significant emphasis on online learning and exploring the roles of educators in these dynamic environments ensuring that they are comfortable working with the new resources in these non-traditional learning environments; fully bought-in to the benefits that online learning can bring for working with marginalised target groups; and aware of the risks that pertain when working in online environments.For the partner organisations involved, namely Meath Partnership, Callidus, FFE, StorytellMe and CARDET, the intellectual outputs of the GAME of PHONES project will have a positive impact on the skill sets of adult education staff involved who will considerably improve their service offering for NEETs and enhance their awareness of the potential of dynamic online learning environments and bespoke challenge-based learning resources for re-engaging marginalised young people. The organisations involved will be afforded the opportunity to build a reputation for being at the cutting edge of analysis and understanding of the evolving digital society we live and work in. GAME of PHONES is a win: win project that will produce positive impacts for different people, for different groups of stakeholders and for partners both individually and collectively.
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