Context/background of project:
The project aims to create a “space on the European Union” suitable for new generations with a series of interactive recreational-cultural-educational tools and activities in Europe with the direct active involvement of school students, encouraging intergenerational dialogue and the sense of active European citizenship using innovative gamification and digital products.
This will allow to develop a better quality of work which, today, in the school sector is developed in relation to European citizenship because the project will generate the right tools to work with young people and will provide teachers with “a new way to explain Europe and its values “through “serious games” able to involve the students and make them learn by actively participating and having fun.
Objectives of project:
The goal of the project is to make everyone understand that we need to believe more in our current European institutions by investing in greater active participation in the social and political context: but this is possible
only if you can excite people and make them live on the feeling of being a European citizen.
This will also be a way to push people to go and exercise their right to vote with more awareness, for which the European Commission invested heavily in all countries in 2019 (election year of the new European Parliament) with the campaign #thistimeIvote. The project, therefore, following this trail of information/training will push future generations of voters even after 2019 to believe more in European institutions. The fundamental objective of the project is therefore to communicate the European Union and its institutions in a form that is at the same time simple, modern, innovative, immediate and aware.
The program of planned intellectual activities and products will be managed as part of a strategic pan-European partnership, made up of very experienced organizations in the fields of gamification and multimedia educational training with the use of 2-3-dimensional serious games and development of groupand table teaching games.
The project involves the development of 32 months of activity to produce a path based on the following 7 tools:
1) THE ANIMATED HISTORY OF EUROPEAN UNION
2) EUROPE HUNT
3) WHO IS WHO?
4) DISCOVER THE FOUNDING VALUES
6) I AM ALSO A EUROPEAN DEPUTY
7) RECREATIONAL-TRAINING PATHS
There are also several outcomes such as:
– project logo
– official website in Italian and English
– project brochure in Italian and English
– 5 newsletters in Italian and English
– project Facebook page
– Facebook group for the project staff
– press conferences
– video-spot to promote the Multiplier Event
– activity monitoring
– activity evaluation
– dissemination activities.