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Educational game: Building Inclusive Environments for All Generations

Funder: European CommissionProject code: 2020-1-NL01-KA204-064676
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for adult education Funder Contribution: 252,665 EUR

Educational game: Building Inclusive Environments for All Generations

Description

Hard to access environments, such as neighbourhoods, public spaces and the social and commercial infrastructure, are a major risk for social exclusion. Especially persons with physical, mental or social restraints are often concerned by isolation. Healthy and age-friendly environments apt for these target groups include lviing spaces which are safe and comfortable, the possibililty to leave and return to one's building without barriers, health and social services and opportunities to actively participate in community life.The BIG game intends to raise awareness and to transfer knowledge about appropriate measures and actions to create environments that are healthy and built in an age-friendly way, also by making use of ICT solutions, e.g. by assistive or smart homes technologies. According to their professional experiences, stakeholders in this field are usually focussed on specific topics and areas. But an effective implementation of healthy and age-friendly environments need a holistic approach combining architectural, social and ICT measures. The game will offer learning experiences in applying this approach. As a contribution to closing the gap between existing devices and their application, the game will support learners to get acquainted with potential solutions and steps to be taken. Building on the current Erasmus+ project Hands-on SHAFE - Smart Healthy Age-Friendly Envrionments (2019-2022), the BIG game will be developed with the intention to make the results of the work done so far available as a playful learning experience to a broader target audience and thus spread knowledge and know-how on the creation of healthy and age-friendly environments at the greatest possible extent. The game will address diverse target groups, among others:• Professionals in municipalities and welfare organizations committed to urban development and social inclusion;• Volunteers in social associations, initiatives and Seniors Councils acting for the interests of persons in need of healthy and age-friendly environments;• Private persons like informal carers and persons in need of adequate environments themselves.Representatives of persons living in non-inclusive environments as well as of future learners will be involved in the project activities as follows: 24-32 workshop participants with first-hand experiences in inappropriate living environments hindering their soical inclusion and independent living, 12 participants in a Blended Learning Mobility and at least 100 stakeholders from associations and policy-making in national and European multiplier events.In order to achieve the project objectives, two Intellectual Outputs will be carried out. For IO1, the scenes of the BIG game will be developed in workshops with persons who have faced inapproriate conditions in their living environments and are committed to improve the situation. They will also assess the scenes which are elaborated by the responsible partners and initiate improvements, if necessary. In the second step, the scripts and scenarios will be transferred into technical qualifications. The beta version of the game will be developed and applied in a Blended Mobility of learners. Based on these results, the alpha version will be completed. In order to increase the impacts of the learning game, in IO2 a curriculum and trainer manual with instructions on how to make use of the game will be elaborated that includes, among others, a detailed section on validation and certification approaches that are apt for non-formal and informal learning experiences. Also IO2 wlll be tested during a Blended Mobility of learners and adapted where necessaryAll Intellectual Outputs will approach their topics from a person-centred perspective. The pro-active involvement of persons who are in need and committed for healthy and age-friendly environments is part of the quality management. Dissemination activities will target policy-makers and associations at all relevant levels but pay special awareness to grass-root initiatives fostering the social inclusion of persons who are in need of inclusive neighbourhoods.As a result, the project will increase knowledge on potential measures to create healthy and age-friendly environments from a holistic perspective. With its low-threshold approach it will also be attractive for learners will little interesest in formal or non-formal learning offers. The BIG game will be integrated on the Hands-on SHAFE website (https://hands-on-shafe.eu/en) where it is accompanied by a library and materials for adult educators, including a compendium of good practice, the workshop curriculum and trainer manual with learning aids.The desired impact of the game is to contribute to a fundamental change in the quality of physical and social environments and to the implementation of inclusive neighbourhoods and caring communities for all generations. However, the full impact of the project activities will only show in the long run.

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