Responsibly Enabled Consumers – Planet, Society and Trade; Privacy, Security and Technology Erasmus Project

General information for the Responsibly Enabled Consumers – Planet, Society and Trade; Privacy, Security and Technology Erasmus Project

Responsibly Enabled Consumers – Planet, Society and Trade;  Privacy, Security and Technology Erasmus Project
September 14, 2022 12:00 am
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Project Title

Responsibly Enabled Consumers – Planet, Society and Trade; Privacy, Security and Technology

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: Civic engagement / responsible citizenship; Energy and resources; Environment and climate change

Project Summary

This (secondary) school-based project seeks to create a multi-player ‘serious’ game to educate and train the next generation of responsibly enabled consumers. This will enhance the social and civic competences of those between the ages of 12-14, helping them better understand the consequences of their actions, both for themselves, their local and national communities, and examine the influence consumers have internationally.

Gameplay will enable pupils/players to investigate how their individual and collective behaviours affect issues such as plastic pollution, by engaging in clearly visible and easy to discern behaviours. This includes, for instance, making choices around the purchases of products with different forms of packaging. It will also encourage them to evaluate the outcomes of more subtle choices, such as the purchase of clothing with different fibre compositions and their choice of laundry routine. These actions will then have spill-over effects and inter-relationships with social and trade issues. For example, the movement of waste to be recycled, the development of fast-fashion manufacturing cycles, and the movement of goods and money across the globe to support consumers requirements for product choice and variety.

The action of making game-based consumption choices also offers opportunities to help pupils/players comprehend data privacy and security issues, as well as modelling the potential for the accumulation of debt and material goods. This then develops player knowledge surrounding issues that will affect them personally, both in the short and long-term, but again have social and economic consequences.

The application of serious games also provides a learning environment that is familiar to many of those between the ages of 12-14 and offers both complex and simple game mechanics to be deployed – for instance, the accumulation of points and the creation of league tables. These league tables can initially be attached to the individual player, but also aggregated to offer opportunities to play at the level of the ‘group’ – including classes, schools, extra-curricular clubs etc. These can then also be developed to provide regional or national positions, and the tracking of the influence of multiple individual decisions to these aggregated outcomes offers a powerful learning opportunity to explore how personal choices shape wider social and planetary outcomes – mirroring metrics such as the Consumer and Consumption Footprint (EU, 2019).

Outputs:

– Serious game: RESPECT – two key focuses: i) Planet, Society and Trade; ii) Privacy, Security and Technology.
The game will offer a multi-player experience that engages with different inter-related and connected consumption choices – for instance, food, fashion and personal transport, to engage with social and planetary issues. It will also enable interaction and choices to be made that have consequences for privacy and security – particularly in increasingly digital consumption environments.
– Online interactive learning materials to support and explore issues raised by the game – acting as a resource for pupils/players and teachers etc.
– Training materials to support teachers on how to implement the serious game in schools/classes.
– Case study materials.

EU Grant (Eur)

Funding of the project from EU: 339303 Eur

Project Coordinator

UNIVERSITY OF GLOUCESTERSHIRE & Country: UK

Project Partners

  • Pasvalio Levens pagrindine mokykla
  • St Edward’s School
  • PontoPR – Publicidade e Robótica, lda
  • BG Georgigasse (Graz International Bilingual School)
  • CONFAP – Confederação Nacional das Associações de Pais
  • ELAZIG DOGA ANADOLU LISESI
  • Platon M.E.P.E.