Breakout Box Erasmus Project
General information for the Breakout Box Erasmus Project
Project Title
Breakout Box
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: Youth (Participation, Youth Work, Youth Policy) ; New innovative curricula/educational methods/development of training courses
Project Summary
The ability of a student to recall the skills they’ve been taught is essential to their future success in whatever role they fill. Unfortunately, traditional learning methods have low retention rates, while games on the other hand increase the retention. There are many studies conducted on the topic of incorporating games in a classroom/work space, one of them showed, students who played learning games ended up with 11 percent higher factual knowledge, 14 percent higher skill-based knowledge, and 9 percent higher retention rates than those who used other approaches. Employers also see an increase in non-required activities since games raise the level of social engagement in learning processes. Another trend in global education is the use of educational escape rooms and discovering its potential to be one of the most engaging ways for learning. Escape room mechanics provide the most immersive experiences to learners. Organizations involved in this consortium have experiences in working with educational games as well as educational escape rooms and would like to discover the possibility of creating scalable educational escape boxes that can be used in both youth work settings as well as in classroom settings. This innovative approach would like to discover engagement mechanisms of escape rooms and by adding a substantial educational value to them create new forms of activity for youth organizations cooperating with educational institutions and youth centers.
Aim: Strategic partnership aims to explore the use of educational escape boxes in youth work and design innovative educational methods that develop competencies of young people connected to socially relevant topics.
Objectives:
• To explore game-based learning and the use of escape game mechanics applicable to social education of young people;
• To develop a comprehensive manual on the use of educational escape rooms in youth work;
• To design, test and promote 4 educational escape box formats based on social topics;
• To promote game-based learning and the use of escape game mechanics among educators through training them in using innovative methodology;
• To strengthen cooperation between youth organizations and educational institutions for joint development of social and civic education;
• To increase operational capacity of partner organizations in delivering quality educational services to young people and educators;
• To develop young people’s social and civic competencies by the means of using educational escape boxes;
The project foresees the involvement of educators & youth workers, young people, policy-makers and decision-makers of education & youth work field and will produce several tangible results such as: The Breakout Box Manual & Breakout Box Kits
Target Groups for projects outputs:
Breakout Manual is aimed at youth workers, voluntary youth leaders and educators who are interested to incorporate an innovative approach in their youth work activities and services of their organizations. The training activity as well as the toolkit will allow this target group to engage in developing their own educational escape boxes.
Breakout Kits are educational escape boxes developed on specific relevant topics and target young people aged 16+ who are engaged as players (learners) in the final products. This target group will also be part of testing and further implementation of the escape boxes.
With this project we seek to bring innovative methods into youth work & education practices allowing for more practitioners to provide young people with high quality engaging methods for civic and social engagement.
EU Grant (Eur)
Funding of the project from EU: 59693 Eur
Project Coordinator
MITTETULUNDUSUHING SHOKKIN GROUP & Country: EE
Project Partners
- BE INTERNATIONAL
- Ticket2Europe