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Playing for Interculturality: social games as innovative methodology for training adults key competences
Date du début: 1 nov. 2011,

During the last years, the necessity of increasing the levels of adult population participating in lifelong learning initiatives has been made more and more evident. Despite the efforts of the European and national authorities to boost adults´ learning participation rate, the situation is still worrying. Not only adults accede lifelong learning limitedly, but also figures show clear unbalances. While the EU benchmark goal was set to 12.5%, the achieved average for 2008 was 9,5%. The most recent data also show differences among EU members, ranging from 30.2% reached in Denmark and 1.4% in Bulgaria (Eurostat, Key Figures on Europe – 2010 edition). Additionally, adults training on key competences should be promoted. Presently Europe is growing closer together and new intercultural possibilities are abounding with the opening of borders, the existence of new inter-European treaties and the rise in technology. The European Parliament and the Council's recommendation on key competences for lifelong learning outlines the need of the key competences as “essential in a knowledge society and guarantee more flexibility in the labour force, allowing it to adapt more quickly to constant changes in an increasingly interconnected world”. P4I partners of the project think that the use of social games can positively influence the access of European adults to lifelong learning experiences, increasing the access rates, and offering innovative and attractive means to develop key competences (as those associated with intercultural skills and, in parallel, media literacy). The use of this kind of games is huge but is insufficiently explored by adults learning practitioners in Europe. P4I – Playing for Interculturality project seeks to take a step forward and create an innovative social game that promotes the apprenticeship of intercultural competences of European adults, motivating them to take an active role and interact with other users, boosting digital socialization and media literacy in parallel.

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