MEGA boost 4.0. – VR for Future Skills Erasmus Project

General information for the MEGA boost 4.0. – VR for Future Skills Erasmus Project

MEGA boost 4.0. – VR for Future Skills Erasmus Project
September 14, 2022 12:00 am
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Project Title

MEGA boost 4.0. – VR for Future Skills

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 : Partnerships for Creativity

Project Call Year

This project’s Call Year is 2020

Project Topics

This project is related with these Project Topics: ICT – new technologies – digital competences; Inclusion – equity; Key Competences (incl. mathematics and literacy) – basic skills

Project Summary

Our project will develop innovative teaching methods. It is a response to the problems faced by all European countries, where stationary education is unavailable due to world disruption (i.e. coronavirus pandemic)
Project goals:
To develop new innovative solutions for the acquisition of project implementation competences of the future, develop opportunities for all in acquiring and developing future competences, including key competences and some basic skills: In order to foster employability, socio-educational and personal development, as well as participation in civic and social life. In order to improve the quality of education; To promote the improvement of the quality of youth work in general game education, support and reinforce the development of future competences for all individuals from early childhood and throughout life.
The main innovative result of the project will be an VR game, which will not only provide a modern educational tool according to the individual needs of learners, but will also have an inclusive approach, providing learning opportunities according to participants’ individual abilities, connected with key competences.

Project will reach results:

Tangible results:
IO1: Research on Future Competences
IO2: Gaming Methodology Framework
IO3: VR Mobile Game
IO4: Education Manual

Intangible results i.e.:
– creating an innovative model that includes innovative educational model combining together non-formal education, gaming, future competences based educational approaches for empowerment and acquisition of young people’s competences to improve and maintain success in the future job-market and well-being;
– mapping knowledge about different approaches that can be applied to address future competences of young people;
– elaborating and testing gaming based educational approaches, methodologies and tools, combined with non-formal education, and aimed at youth aged 16 to 24, particularly the ones with fewer opportunities, and focused on improving their success in the future job-market and well-being;
– developing youth oriented new approaches, methodologies and tools for empowering young people to overcome challenges related to the future job-market and well-being, and allow to find solutions that would be efficient and help young people to deal with challenges during the transition from childhood to adulthood;
– setting up innovative learning experiences which support and promote also the development of competences of well- skilled, autonomous, prepared for future and resilient citizens;

target group:
youth , youth organisations, educators, schools and university, parents, decision-makers, business of the future.

EU Grant (Eur)

Funding of the project from EU: 113203 Eur

Project Coordinator

MLADIINFO POLAND & Country: PL

Project Partners

  • SWPS UNIWERSYTET HUMANISTYCZNOSPOLECZNY
  • BALTIJAS REGIONALAIS FONDS
  • nvias, z. s.
  • MindUp Edyta Sadowska