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Larp For Climate - adaptation of edu-larp methodology to learning agenda for climate literacy

Funder: European CommissionProject code: 2021-1-PL01-KA220-YOU-000029241
Funded under: ERASMUS+ | Partnerships for cooperation and exchanges of practices | Cooperation partnerships in youth Funder Contribution: 140,704 EUR

Larp For Climate - adaptation of edu-larp methodology to learning agenda for climate literacy

Description

"<< Background >>The most general need is to fight with the climate change, and the field of fight of our choice is Education. We don't possess the capacity to impact the climate by our own hands, but we can contribute to the development of proper Climate Education on the European level, which may have positive impact on the climate itself in the long run. The last two years of activity of such movements like Fridays For Future have shown that the young generation has a great potential for the implementation of systematic changes in the climate policy on the national and European levels. Moreover, young environmental activists are more and more often taking on the role of educators themselves, teaching other people of the same age, few years younger, or even older. However, the methods which young people use for teaching can be improved by the methodologies and tools of non-formal education. This is where the Larp For Climate cooperations begins. We chose to implement the Edu-Larp Methodology to create a set of tools (Games) for transformative Climate Education.Each of the Partners of this project has started creation and implementation of Edu-Larp Methodology to Climate Education within last few years, but these were small and local initiatives. We want to boost the capacity of our previous actions, connect our strength, expertise and operating range, establish a lasting cooperation on the European level. More to that, we want to focus the attention of the European larp communities on the environmental issues and socially engaged educational games. Larp - Live Action Role Playing - Games are highly practical, emotional and transformative. We believe that they should be used not only for fun (although fun is actually what drives the players to learn), but also for the transformation of the attitudes and mobilization to act.The unique character of Larp For Climate Project lies in close participation with the young activists themselves, who will take active part in the creation of the Games. We want to break the traditional gap between older people teaching and younger people learning. This is not a new thing for us, as the decisive members of all our organizations have personally participated in various manifestations and strikes organized by high-school students (Fridays For Future, Extinction Rebellion) - and we have learned a lot from them. We also have personal access to these Movements, which will let our Games enter the society of climate activists from the inside and launch a cascade process of non-formal learning which will last and spread father than our own reaches.The educational impact of our proposed Games can be summarized into the competence of Climate Literacy. We don't want to make the player memorize particular information about the environmental issues. Instead, we want them to train the skill of critical thinking about the environmental issues and resilience to greenwashing manipulation. Later, the players will be able to judge the facts more clearly by themselves.<< Objectives >>OBJECTIVES #1. Establish long-term international cooperation between LARP-designers with environmental activists and educators, both grassroot and formalized.#2. Raise the competence of Climate Literacy among young Europeans (13-30 years old), including people with fewer opportunities and limited access to non-formal education.#3. Deliver high-quality, innovative, open-source learning agenda for Climate Education on double channel: online and in-person.#4. Empower international digital youth work and youth participation by involving young people from many countries in the online process of creating, adapting and implementing LARP games.<< Implementation >>1. Launching the work (November 2021 - December 2021)The Project will start in November 2021. We will meet online to prepare the documents and arrange the first in-person meeting - “Kick-Off” TPM #1 in December 2021. There, besides getting the management matters done, we will launch the process of creation. Each partner will share their ideas about the Environmental Edu-Larp game which they would like to develop within the Larp For Climate project. Digital tools will be arranged to enable all Partners to work together on all of the Games. 2. Creation of Environmental Edu-Larp Games (January 2022 - February 2023)The creation process will last 14 months, including 110 working days of Researchers (game-designers and environmental specialists), Technicians (graphic-designers and programmers) and Youth-workers (local educational animators and organizers of the test runs of the Games). The Researchers from partner organizations will interchange (via digital tools) between the countries, maximizing the diversity of professional design ideas and innovations for each of the Games.We will meet in-person for a Larp Seminar (LTT mobility, September 2022), in the mixed company of game-designers from our organizations and young climate activists, who will at this stage be personally engaged in the development and further implementation of the Results. The prototypes of all Games will be tested then to check what improvements should be made and how to adjust better to particular needs of young activists and educators. We will also organize local Play-Tests of all the Games, targeted to over 200 young activists and young people with social and economical difficulties (these groups are often overlapping).This phase will be concluded by another in-person meeting (TPM #2 mobility, February 2023), when the final versions of the Games will be handed to the Partnership and detailed plans of the next activities will be arranged.3. Multiplication, Implementation and Promotion of the Results (March 2023 - October 2023)Each of the 4 Games will be organized and played in-person by each of 4 Partners locally in their own country, which gives a number of 16 Events for the total of at least 240 representatives of: NGOs and teaching institutions, public institutions, universities, high-schools, environmental movements, informal groups of activists, newspapers, radios, webportals, Erasmus+ National Agencies, Youth-Salto Network and other European institutions (Multiplier Event #1-4).The same target group will also be addressed with online versions of our Games, played by at least 60 participants, probably many more (Multiplier Event #5), as well as the international dissemination conference for at least 30 carefully selected participants from other countries (Multiplier Event #6).In addition to the scheduled Multiplier Events, we will extensively promote the values and results of Larp For Climate in the social media in over 10 countries, including not only the European larp communities (approximately 40,000 followers), but also the large environmental movements, of which we are already members and regular collaborators: Extinction Rebellion (433,305 followers) and Fridays for Future International (39,943 followers).4. Launching the international cooperation (November 2023 - December 2023)In addition to wrapping up and evaluating the Larp For Climate Project, we want to go one step further into its international sustainability. Based on the extensive promotion done within the previous phase, we want to launch a cascade process of bottom-up non-formal learning, arranged by the collaboration of young climate activists and environmental movements with Edu-Larp designers, NGOs and teaching institutions. It should contribute to the fight with climate change by providing and implementing at a larger scale the in-person tools and good practices of digital youth work for raising the competence of Climate Literacy among young Europeans.<< Results >>INTELLECTUAL OUTPUTS- 4 Edu-Larp scenarios with toolkit for non-larp youth-workers, activists and educatorsIO-1 - ""The Golden Sun"" - a cognitive Edu-Larp which challenges the players to find the way out of a manipulative climate-denialist press agencyIO-2 - ""SolarPunk"" - a transformative Edu-larp travel to the world of climate justice, renewable energy and environmentally mature societyIO-3 - ""The Tragedy of Commons"" - a strategic Edu-Larp with educational twist exposing the dark side of the principle of common goodIO-4 - ""Survivors"" - a highly immersive post-apocalyptic Edu-Larp focused on experiencing the results of climate change in fictional future- The Target Groups and Transferability Standards of all the Games have been unified within the Project, in order to provide a complete set of diverse non-formal learning events for the same audience in various European countries. Target Groups: young environmental activists, youth workers and street workers, students of secondary schools, high schools and universities, young people with fewer opportunities. Transferability: all ToolKits will be available not only to download, print and play in all 4 language + English, but also to modify and adapt to local needs of other players and teaching institutions.MULTIPLIER EVENTS- 16 immersive in-person games performed for educators, activists and important stakeholders (total participants: 240)- online Edu-Larp games played for at lest 60 international participants- international conference on Environmental Larp for at least 30 participantsLARP-DESIGN SEMINAR- 20 activists, educators and game-designers will meet for 6 days to test the Games together before they reach the finalized versionsOTHER- 200 local participants will play our Games as Test-Plays, before the Multiplier Events will start- a long-term international cooperation between LARP-designers and environmental activists will be establishing, opening the door for another international cooperations for the Climate Literacy and Non-Formal Education- the Edu-Larp communities of Nordic and Southern Europe will overcome the geographic and economic obstacles and meet to exchange their skills and different cultures of game-design- the 4 relatively small Partners of this project will greatly improve their self-sustainability, local recognition, digital tools and international connections"

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