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"CONTEXTThe project aims to create a ""space on the European Union"" suitable for new generations with a series of interactive recreational-cultural-educational tools and activities in Europe with the direct active involvement of school students, encouraging intergenerational dialogue and the sense of active European citizenship using innovative gamification and digital products.This will allow to develop a better quality of work which, today, in the school sector is developed in relation to European citizenship because the project will generate the right tools to work with young people and will provide teachers with ""a new way to explain Europe and its values ""through ""serious games"" able to involve the students and make them learn by actively participating and having fun.BACKGROUNDThe reasons behind the project proposal are obviously very connected with the current situation of knowledge and mistrust that especially young people but also adults have towards institutions and in particular towards those that feel ""less close"" from the territorial point of view, especially in a period, like the current one, in which:- there are few job opportunities, especially in the South,- nationalist pressures increase throughout Europe,- the economic crisis seems to have resumed,- European rules are perceived a bit by everyone as perhaps too restrictive.OBJECTIVESThe goal of the project is to make everyone understand that we need to believe more in our current European institutions by investing in greater active participation in the social and political context: but this is possible only if you can excite people and make them live on the feeling of being a European citizen.This will also be a way to push people to go and exercise their right to vote with more awareness, for which the European Commission invested heavily in all countries in 2019 (election year of the new European Parliament) with the campaign #thistimeIvote. The project, therefore, following this trail of information/training will push future generations of voters even after 2019 to believe more in European institutions.The fundamental objective of the project is therefore to communicate the European Union and its institutions in a form that is at the same time simple, modern, innovative, immediate and aware.PARTICIPANTSThe target group will be composed of at least 1000 young students but also trainers and teachers who will develop together a ""path of active and pro-active knowledge"" of Europe and its institutions, increasing and giving importance to the founding values of the common Europe.The project activities program intends to involve as direct beneficiaries:1.Staff of partner organizations2. Students and young people3. Teachers and trainers4. Stakeholders and general publicACTIVITY DESCRIPTIONThe program of planned intellectual activities and products will be managed as part of a strategic pan-European partnership, made up of very experienced organizations in the fields of gamification and multimedia educational training with the use of 2-3-dimensional serious games and development of group and table teaching games.The project involves the development of 32 months of activity to produce a path based on the following 7 tools:1) THE ANIMATED HISTORY OF EUROPEAN UNION2) EUROPE HUNT3) WHO IS WHO?4) DISCOVER THE FOUNDING VALUES5) EUROQUIZ6) I AM ALSO A EUROPEAN DEPUTY7) RECREATIONAL-TRAINING PATHSThere are also several outcomes such as:- project logo- official website in Italian and English- project brochure in Italian and English- 5 newsletters in Italian and English- project Facebook page- Facebook group for the project staff- press conferences- video-spot to promote the Multiplier Event- activity monitoring- activity evaluation- dissemination activities.METHODOLOGIESIn order to effectively reach the various target groups, the project will combine different educational, multidisciplinary and operational tools, favoring the interaction of methodologies and techniques for intercultural education, mainly using the methods promoted in the COE and CE Training Kits.Furthermore the following methodologies will be applied:1) EXPERENTIAL LEARNING2) LEARNING BY DOING3) GAMIFICATION OF LEARNINGEXPECTED IMPACTThe many intellectual products envisaged in the project will therefore be able to involve a very large number of young students: it is estimated that, after the creation of the planned outputs (composed of various elements and tools), at least will be involved, in the last 6 months, 1000 young people who can actively participate in the innovative educational path created by the European partnership.20.000 are the indirect beneficiaries foreseen."
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