The VET-ification of Online Gaming through innovative challenge based learning Erasmus Project

General information for the The VET-ification of Online Gaming through innovative challenge based learning Erasmus Project

The VET-ification of Online Gaming through innovative challenge based learning Erasmus Project
September 14, 2022 12:00 am
206

Project Title

The VET-ification of Online Gaming through innovative challenge based learning

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 Digital Education Readiness

Project Call Year

This project’s Call Year is 2020

Project Topics

This project is related with these Project Topics: Early School Leaving / combating failure in education; Inclusion – equity; Access for disadvantaged

Project Summary

In 2018, 16.5 % of the 20-34 olds in the EU were neither in employment nor in education and training (NEETs) which is indeed alarming especially in light of the robust recovery of the European economy. This represents a significant number of persons who have lost contact with the labour market or the education and training system in their country. There is a considerable difference between the prevailing rates in the different countries participating in this project; France 19.5%; Croatia 18.5%; Cyprus 17.4%; Ireland 14.7%; Lithuania 19.1%; Portugal 11.9%; Germany 11.4%; Spain 21.1%. These figures obviously do not include the negative employment impact of COVID-19 which will be significant and see these numbers increase exponentially. There is also a significant gender diversion with many more women counted as NEETs than men all over Europe (Eurostat 2018).

It is clear that innovative solutions that focus on providing the easiest and most attractive access to education and training for this target group are needed. While efforts to date have included attempts at the gamification of VET content to get closer and attract more interest, research shows that as soon as an offer only has even a vague taste of learning, education, obligation, etc. it will not be accepted within this target group. Within the CASINO project the approach followed is not a gamification of VET content, but rather the “VET-ification” of gaming content.

CASINO proposes the development of a compendium of innovative challenge-based learning games presented for use specifically on smartphones and tablets, the devices of choice of NEET target groups. This will include the design and development of Digital Breakouts and Online Escape Rooms with all the features of successful mobile games but with a series of embedded-learning layers to develop key transversal skills like literacy, numeracy, critical thinking, problem solving, etc. On successful completion of each challenge, the learner/gamer will attract a badge of merit/achievement which will be benchmarked against recognised learning outcomes in the key competence frameworks. In this way, a skills portfolio will be automatically attributed to each gamer who completes one or more of the bespoke resources designed. This will enable even the most reluctant learner to develop the first steps of an educational journey to continuous vocational education and training.

The main objectives of the CASINO project are:
– to motivate and inspire young digital natives on the margins of society and economy to engage with vocational education and training through interaction with specially constructed embedded-learning challenge-based resources
– to build core competences essential for either a return to education or integration into the workforce
– to build the self-confidence and self-esteem of marginalized digital native adults in an immediate and demonstrable way
– to enforce the perception within the target group that they already have relevant and appropriate competences regardless of their prior educational experience and to help them to build a competence portfolio
– to point them on the road to a sustainable engagement with VET counselling services in their local area

The main project outputs to achieve the agreed aims and objectives will include:
IO1. A compendium of Digital Breakouts and Online Escape Room Challenges that support the acquisition of the following competences:
– literacy and alphabetization through text comprehension;
– numerical reasoning and understanding through mathematical computation;
– critical and creative thinking through problem solving;
– a sense of initiative through logical and spatial thinking;
– learning to learn through information retention and memory development;
– digital and technology-based competence through basic coding exercises.

IO2. In-service training will be provided for VET tutors to support them to use the new embedded-learning challenge-based resources but also to build their own technical skills to enable them to develop their own digital breakouts and online educational escape rooms.

IO3. An Online Game CASINO that essentially functions as a MOOC will be developed to host the digital breakouts and online educational escape rooms but also to support ‘gamers’ to develop their own skills portfolio which will be directly linked to their gaming performance.

EU Grant (Eur)

Funding of the project from EU: 255567 Eur

Project Coordinator

Association de Gestion des Fonds Européens & Country: FR

Project Partners

  • FUTURE IN PERSPECTIVE LIMITED
  • INSTITUTO PARA EL FOMENTO DEL DESARROLLO Y LA FORMACION SL
  • Rightchallenge – Associação
  • Callidus ustanova za obrazovanje odraslih
  • CENTRE FOR ADVANCEMENT OF RESEARCH AND DEVELOPMENT IN EDUCATIONAL TECHNOLOGY LTD-CARDET
  • Skills Elevation FHB
  • VsI Socialiniu inovaciju centras