Game-based approach towards moderating screen time Erasmus Project

General information for the Game-based approach towards moderating screen time Erasmus Project

Game-based approach towards moderating screen time Erasmus Project
September 14, 2022 12:00 am
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Project Title

Game-based approach towards moderating screen time

Project Key Action

This project related with these key action: Cooperation for innovation and the exchange of good practices

Project Action Type

This project related with this action type : Strategic Partnerships for youth

Project Call Year

This project’s Call Year is 2020

Project Topics

This project is related with these Project Topics: New innovative curricula/educational methods/development of training courses; Cooperation between educational institutions and business; ICT – new technologies – digital competences

Project Summary

CONTEXT
The internet has become an integral part of children and young people’s lives. However, the increased time spent online is prompting questions about whether they are in control of their internet usage and if they are aware of the side effects and the causes of the maladaptive behaviours related to excessive Internet use. Even if youngsters are not addicted, recent European research analysis has shown that it is not always or not only the time spent online that makes internet use problematic and ‘excessive’, but the impact of internet use on what might be called a ‘balanced life’. Excessive online exposure may affect physical health, children’s ability to stay focused leading to poor school or academic performance negatively impacts their emotional well-being and it may also be related to lower empathy and social well-being or abstention from physical and offline social interactions.

OBJECTIVE
GameOFF has as primary objective to produce approaches and tools to help those working with young people reach out to them with a view to help them adopt a balanced approach to technology use by gaining a deeper understanding and interpretation of causes, risks, and effects of constant online commitment and by identifying and reacting to addictive formulas.

PARTNERS
The partnership consists of a company offering bespoke software development services to governmental agencies and private companies (P5-CIVIC), a university (P4-NTU) specialising in Internet Addiction related problems, a technical and training consulting SME (P3-AKNOW), and 3 training organisations (P1-E-Juniors, P2-INNOHUB, P6- RightChallegne)

ACTIVITIES
The main objective will be achieved through the following activities leading to concrete results:
– Elaborate and validate a training approach to train youngsters on the identification and interpretation of causes, risks, and effects of constant online commitment based on personalised user profiles
– Design and develop a serious game based on the training approach which will be used by trainers to support the young trainees in their journey towards screen time moderation.
– Design campaigns to raise awareness of the importance of a balanced approach to media and technology.
– Reach out to youth trainers and youth organisations with the aim of increasing smart and thoughtful and focused use of technology
– Develop and test a set of ‘best practices’ & recommendations.

METHODOLOGY
An iterative methodology under which three versions of results will be produced in three iterations. After each iteration, the results will be validated in workshops with teachers and children and based on the conclusions the next iteration will be planned.

RESULTS
– 5 country reports on the state of play in the participant countries
– A Training methodology for youth trainers to engage in a learning dialogue with youngsters about IAB
– A serious game to empower young people
– Online Resources under creative commons license.
– Publications, conferences, promotional videos, online campaigns, and recommendations programme.

TARGET GROUP
The direct target groups in the life of the project comprise young people (16-25) and youth trainers. Apart from these direct target groups, the beneficiaries comprise also indirect target groups such as youth organisations, parents, youth’s associations, policymakers and educational stakeholders. After the life of the project and subject to the delivery of concrete results, more target groups become relevant, such as commercial organisations producing serious games and universities with pedagogical departments.

BENEFITS
Embracing a balanced approach to media and technology by youngsters includes thoughtful and intentional uses of media and technology, prioritization of focusing on a single task and not multitasking in educational, work, or social contexts, and recognition of the importance of face-to-face communication, in addition to online communication, in supporting rich social relationships.

EU Grant (Eur)

Funding of the project from EU: 215745 Eur

Project Coordinator

E-Juniors & Country: FR

Project Partners

  • ASSERTED KNOWLEDGE OMORRYTHMOS ETAIREIA
  • THE NOTTINGHAM TRENT UNIVERSITY
  • Rightchallenge – Associação
  • Asociación Valencia Inno Hub
  • CIVIC COMPUTING LIMITED