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Inclusive communities through interactive language innovation

Funder: European CommissionProject code: 2018-1-NO01-KA204-038830
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for adult education Funder Contribution: 173,448 EUR

Inclusive communities through interactive language innovation

Description

"Inclusion of immigrants is essential to Europe's growth and prosperity. Across Europe, immigrants consistently have lower rates of employment and lower participation in local democracy. Those immigrants who are employed are often ""under-employed"". This is detrimental not only to the immigrant and their family but to the community at large that does not manage to exploit the potential of each resident.Our project is built upon the same principle outlined in the European Partnership for integration which recognizes that successful labour market integration requires a multi-stakeholder approach. We have therefore involved chambers of commerce, companies and worker and public services with the project partners, which are education and training providers. Far too many integration initiatives place the burden (and consequently, the blame) on the immigrant. Our project involves the local community on a par with immigrants as mutual partners in inclusion. Language is often looked upon as the key to succesful integration of immigrants. The partners of this project agree, but also strongly believe that integration is not just the responsibility of the immigrant, but also of the host community. The goal of this project is to accelerate language learning through the involvement of the local community, reducing barriers to communication and promoting integration through positive meetings between hosts and immigrants. We envisage turning our communities into active arenas for language learning with the aid of a web-based tool. Imagine our communities as a game board, with shops /offices/ etc as ""properties"" such as in ""Monopoly."" Each ""property"" will contain its own tasks and assignments, and the proprietors will be ""players"" who interact with immigrants (language learners). Language learners will receive tasks and assignments and will have to visit the ""properties"" and have successful interactions in order to progress in the ""game."" For example, in the ""community"" of Kristiansand, the ""player"" language learner will enter the ""property"" of Majas hair salon with a ""task"" like asking what is the most popular haircut and how much does it cost, and speak to the ""proprietor/player"" cashier who will provide an answer. This learner relays the answer to the teacher via the mobile device to advance in the game.Tasks will be formulated based upon the sharing of best practice among the project partners, who all have extensive experience in teaching languages to adults. These tasks will be gathered in a database which can be translated, extended and adapted to suit the contexts of any community. The gaming platform will be neutral and will also be adaptable to new communities. The web-based game will be tested in one community first, and thereafter adapted and replicated in each of the 3 other partners' communities. Continuous feedback throughout the course of the project will serve to improve the quality of the project so that a final version can be published for communities throughout Europe to use as a basis for their own innovative integration and language learning projects. The execution of the project can be divided into seven phases: 1) Establishment of a solid foundation; 2)Production of a beta version of a digital tool; 3) Testing; 4) Replication 5) Evaluation, assessment and adjustment; 6) Dissemination and multiplier events; 7) Consolidation of knowledge and plan for sustainability and scalability.We expect to be able to measure the following impact through quantitative and qualitative indicators:- a higher success rate on civic integration and citizenship tests- higher participation in civic society- increased language proficiency - immigrant's perception of an easier transition to education or the labour market- increased employment among immigrants - improved attitudes toward immigrants in the local community- number of users of the tool- length of use of the tool - satisfaction with the toolThe number of participants using the tool in the course of the project could be as high as 5000, but the participation in activities outlined in the project should be approximately 400. The number of users of the tool once the project is completed is virtually limitless.We aim to lower the threshold of communicating in a new language so that immigrants will feel at home in their new communities sooner, have positive experiences with local residents, and ultimately gain the language skills and practice needed to enter the labour market. Members of host communities will experience positive encounters with immigrants, gain a greater degree of empathy and be less inclined to discriminate against immigrants. We believe that repeated positive encounters between host communities and immigrants will contribute to lower incidents of conflict while increasing the host community's attractiveness. Ultimately, the project will contribute to higher employment rates for immigrants and more harmonic communities."

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