EU Youth Power Erasmus Project

General information for the EU Youth Power Erasmus Project

EU Youth Power Erasmus Project
July 7, 2020 12:00 am

Project Title

EU Youth Power

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 vocational education and training

Project Call Year

This project’s Call Year is 2017

Project Topics

This project is related with these Project Topics: Teaching and learning of foreign languages; Inclusion – equity; EU Citizenship, EU awareness and Democracy

Project Summary

The European Commission has identified technology and open educational resources (OER) as opportunities to reshape EU education. EU education is failing to keep pace with the digital society and economy and risks lagging behind other regions of the world. The Bulgarian educational system falls within the continental European tradition. Bulgaria’s results in the 2018 OECD Teaching and Learning International Survey (TALIS) are close to the EU average.

In line with Europe 2020 goals for smart growth in the EU, the National Development Programme: Bulgaria 2020 targets modernization of the educational system with a view of providing accessible and high-quality education. The National Reform Programme targets for reducing early school leaving by improving the access to education and by enhancing its quality. The Ministry of Education and Science leads the reforms and secures regular rigorous evaluation of the activities funded by the Government and the European Structural and Investment Funds. The short-term activities for modernization of the educational system focus on improving the technical infrastructure and equipment at schools, as well as on training the teachers to utilize it.

Moreover, on September 30, 2015, the Bulgarian Parliament adopted conclusively an entirely new Pre-School and School Education Act. The law regulates the adoption of innovations in pre-school and school education, promulgates the continuous professional development of the pedagogical personnel, and involves a wide range of stakeholders in the decision making concerning the educational process. The new legal framework creates beneficiary conditions for enhancing access to, and use and quality of, information and communication technologies in education and for training and lifelong learning of teachers.

The training in foreign languages at VET as a final stage of education, especially in the small municipalities, has been overlooked. Consequently, the significant part of East-European young adults are facing unsurmountable language barriers in Europe. Lack of communication between young people in the EU risks to result in an Euro-skeptic attitude in VET students and misunderstanding of the concept of European citizenship.

The EU Youth Power project is targeted on spreading the understanding of VET students of European citizenship by providing innovative digital tools for social inclusion through edutainment for acquiring new language competences. The project targets VET students and young adults from all over Europe – innovative digital technologies break geographical boundaries. The educational game (edutainment tool) developed under the EU Youth Power project includes VET students in an effort to tear down the language walls in front of the youth of Europe. EU Youth Power comes from shared values and shared experiences.

The project builds on innovative methodologies combining innovative digital solutions, design thinking, neuro-science, semi-automated language processing, didactic approach to gamified learning, and game theory, in order to engage VET students in an exciting adventure around virtual Europe, in which they can explore new places, cooperate and communicate with young people from different countries, in different languages.

The EU Youth Power game complements the Erasmus+ Mobility concept. It encourages “youth travel” in virtual Europe, the use of different languages to solve puzzles and answer quiz questions related to the current location of the player in the game, as well as social inclusion by providing strong incentives for cooperation and communication between young people of Europe.

The project included a series of Multiplier Events aimed at engaging VET teachers, trainers, and students in the process of building support for the learning of foreign languages in VET institutions and in promotion of the EU Youth Power game as a tool to facilitate this process.

In the development of the game, the goal of the project team was to create a state-of-the-art edutainment tool to be used by all project partners and external stakeholders as part of their mission to contribute to social inclusion, promote European citizenship, and utilize innovative digital tools in the process. In the long-term, the project has the capacity to impact VET and secondary school students at a European scale.

EU Grant (Eur)

Funding of the project from EU: 226962 Eur

Project Coordinator

Digital National Alliance & Country: BG

Project Partners

  • Asociatia Activ pentru Comunitate
  • 137 Secondary school “Angel Kanchev”
  • Research Center for Security, Defense and Peace