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Gamification of eco-friendly habits in adult education

Funder: European CommissionProject code: 2020-1-DE02-KA204-007517
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for adult education Funder Contribution: 216,674 EUR

Gamification of eco-friendly habits in adult education

Description

Reports show there is much to be done to save the natural environment and stop the climate change. Europeans understand the need for changes and are willing to act; they actually take actions but for the real change to appear, these one-time actions must be turned into habits and lifestyles. Education could speed up the process of behavioural change with a solution taking into account the preferences of modern learners, who like to learn using dynamic, self-directed, continuous, online learning opportunities. Such a solution needs to be accompanied by educators' digital skills development to be effective.Taking into account the above mentioned, Partners want to implement a project that has the following objectives:- Change of behaviours of adult learners & educators regarding ecology through the change of individual preferences, consumption habits & lifestyles- Development of educators digital competencies in education so they are able to inspire learners to create behavioural changes in ecological habits & to educate them on the best possible ways to do so- Providing educators with methodology to enable them to develop digital-resources-based curricula on the basis of using gamification for green skills & pro-eco attitudes.3 groups of participants will take part in the development of intellectual outputs: educators of adults (partners’ and external), adult learners and Partners’ staff. At least 175 adult learners and educators will participate in IOs development activities and 13 educators from Partner’s organisations will participate in the LTTA activity.Partners will use PLAN - DO - CHECK - ACT methodology to carry out the project and reach expected results and objectives. Such approach will help partners to continually improve outputs, resolve potential problems and manage IOs development processes. Project IOs will be developed and tested by partners, educators and learners coming from 3 countries, 3 different economies and different backgrounds – this will guarantee flexibility that will allow every educator or learner from any country to use it. Partners planned several needs analysis, IOs development, testing and piloting activities while involving various target groups. To provide high quality results, partners will also participate in 5 transnational meetings and “Ecoeducation and Gamification” workshop.Tangible Project results consist of two intellectual outputs and an LTTA activity:1. GoBeEco Gamification in 4 languages: EN, PL,DE,PT to develop pro-eco habits of adult learners. Using GoBeEco Gamification adult learners interested in having a positive influence on climate changes will have the opportunity to do so. In particular they will: - gain practical knowledge as to what pro-climate actions can be done at specific places they visit (home, neighbourhood, shops, office etc) and be encouraged to take such actions- know which habits they can change and will have concrete directions as to what they can do differently2. Digital Edu Skills Handbook - educators will develop their skills in designing digital tools based trainings or other educational events, especially those promoting and teaching pro-eco habits development. Additionally, educators of all types of organizations can include GoBeEco Gamification in their training programmes promoting ecofriendly behaviours at all social surroundings while adult learners can use the gamification directly for learning & habits development3. “Ecoeducation and Gamification” workshop for partners’ educators - joint learning and exchange of knowledge, experience and best practices between partners educators regarding methods for pro-ecological habits development that can be adapted by educators for life-long learning.Partners plan that min. 50 adult learners & min. 50 educators will change behaviours to pro-eco ones; 175 educators & learners participating in outputs development activities will not only become aware of the need to change behaviours to more eco friendly ones but will become change agents promoting eco friendly lifestyles. Min. 50 educators will learn to design digital tools based educational events, especially those promoting & teaching pro-eco habits development.13 educators from Partner’s organisations participating in the LTTA will develop gamification, facilitation & digital skills and understand the idea of pro-eco behaviours.The potential target groups who could benefit from the project results in partner countries: 4 800 000 adult learners and 380 000 educators.We expect that educators using project outputs will influence relevant stakeholders to include digital solutions in educational curricula, especially when the change of mentality is required as it is with pro-eco habits. Educators from other sectors like VET or formal education will also benefit from implementing the Gamification in their educational programs & using the Handbook to design digital solutions based curricula.

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