Exploring innovative solutions in educational gaming through collaborative European projects and comprehensive research initiatives.
A project designed to promote intergenerational learning and social inclusion by co-creating escape room games with seniors based on their memories, which are then played by younger generations.
The project aims to reduce seniors' isolation, enhance their digital skills, promote civic engagement in youth, and strengthen the competencies of adult educators through innovative, game-based learning. It will create a network for sharing European best practices in intergenerational activities and produce open-education tools that promote social inclusion for seniors at a local, national, and European level.
A comprehensive guide for adult educators on intergenerational learning, game-based solutions, and the methodology for co-creating escape games with seniors.
5 co-created escape games based on seniors' memories. Each game tells a unique story and includes printable materials, digital assets, and facilitation guides.
A report detailing the findings from pilot workshops, with recommendations and guidelines for educators on facilitating the games and applying the methodology.
An intensive training activity for 10 trainers from the partner organizations, designed to strengthen their skills and ensure high-quality implementation of the ESCAPERS methodology across Europe.
A series of local workshops that provided training on the project's materials and methodologies to 50 adult trainers and other relevant professionals, expanding the project's impact.
Over 100 seniors and young people were actively involved in the project's co-creation and piloting activities, fostering direct intergenerational connections and ensuring the relevance of the project outcomes.
Empowering the game industry with skills to design inclusive, accessible, and environmentally friendly games that align with Sustainable Development Goals (SDGs) and the circular economy.
UpGameln aims to significantly develop the skills of game studios and VET organisations, enabling them to create more inclusive, equitable, and accessible games for all players. The project will foster environmental responsibility by promoting circular economy principles throughout the game production lifecycle. By updating Game-Based Learning pedagogy and facilitating collaboration between educational institutions, NGOs, and businesses, the project will contribute to a more diverse, accessible, and sustainable future for both educational and entertainment gaming.
The first part of the project's online resource library, containing frameworks, methodologies, and guidelines on how to design and develop inclusive and accessible games.
The second part of the resource library, focusing on implementing environmental practices and circular economy principles in the game industry, and using gamification to promote environmental awareness.
A comprehensive guidebook for VET educators to help adapt their training programs for 'upskilling' game design teams in inclusive and sustainable development.
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