A videogame to use in schools to promote gender equality Erasmus Project

General information for the A videogame to use in schools to promote gender equality Erasmus Project

A videogame to use in schools to promote gender equality Erasmus Project
September 14, 2022 12:00 am
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Project Title

A videogame to use in schools to promote gender equality

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 school education

Project Call Year

This project’s Call Year is 2020

Project Topics

This project is related with these Project Topics: Gender equality / equal opportunities; Social dialogue; Inclusion – equity

Project Summary

1. Target group:
This project is directly aimed as direct target group at students in secondary education, between 14 and 16 years old, being specially designed for being used in schools, by teachers when they face the education of the students in transversal subjects. They will have access to multimedia tools that will let them reach current society values regarding gender relations, fostering gender equality. But the expected impact is expected to be over the society in general, because this tool means to fight against all different kinds of gender violence, victimisation and bullying from the root, promoting to remove the behaviours and attitudes that create them.

2. Aims of the project:
In general, the main objective of this Project will be the creation of two educative tools, a videogame and a Multimedia Handbook, that favour gender equality between genders, as a basic principle to develop a quality coexistence. Moreover, through this Project a website will be created where the developed tools will be hanged, also teaching aid and current information related to gender equality.

3. Products to develop:
The main products and results of the project will be:

1) A Multimedia Handbook about gender quality, where recommendations will be collected and good practices in the equality area.

2) A videogame about gender equality. It will be designed for its main use in high schools for secondary students. It will be based on a role play that will include taking decisions in concrete situations in what the more common reaction and behaviour won’t be often the most suitable and appropriate in our society. As a reference, we could considerate the already developed for these subjects of bullying and cyberbullying: www.schoolbulling.eu and www.parentnets.eu
A Guide to use Videogame and Handbook will be also produced to facilitate its use.

The situations that will be included in this product will be directly related to the next objectives:

i. Increase the awareness of the equality between both genders.
ii. Reflection about fake beliefs that back up the love concept
iii. Promotion of specific resolution skills
iv. Highlight the kind of situations that lead to any kind of subjugation.

3) A multiplier event per country, where the main products and results of the project will be introduced to main target groups in participating countries.

4) A wide dissemination of the Project and its products and results.

EU Grant (Eur)

Funding of the project from EU: 219440 Eur

Project Coordinator

Budapesti Gépészeti SZC Öveges József Technikum és Szakképző Iskola & Country: HU

Project Partners

  • DUBLIN CITY UNIVERSITY
  • AKDENIZ UNIVERSITY
  • DIPUTACIÓN PROVINCIAL DE PONTEVEDRA
  • ATENEA Projects Lda.
  • Colegiul National Fratii Buzesti
  • Project Management Association
  • IES Ribeira do Louro