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 ESCAPERS project addresses the social isolation of seniors and the gap in intergenerational exchange by creating an innovative, game-based learning methodology. The core of the project involves collaborating with seniors in care centers to develop five unique escape room games based on their life stories and memories. These games serve as a tool for younger generations to interact with seniors, learn about history and culture, and develop civic engagement. The project also focuses on upskilling adult educators, providing them with the tools and training to implement these engaging, intergenerational activities, thereby fostering a more inclusive and connected European community.
The project commenced with a kick-off meeting in Italy. Work began on the ESCAPERS Methodological Guide, establishing the theoretical framework.
The ESCAPERS Methodological Guide is developed by the project partners, with the help of the ESCAPERS Methodological Guide Template.
The ESCAPERS Methodological Guide is finalized and translated into the 4 partner languages. The guide is now ready to be used by the project partners and other interested parties.
Start of the game development process, including organizing co-creation memory workshops with seniors to gather stories and ideas for the escape game scenarios.
A joint staff training event in Ireland to train partners on the methodology and to playtest the first versions of the escape games.
Finalization of all 5 escape games. Start of the ESCAPERS LABS, where the games are piloted with seniors, younger generations, and adult educators across partner countries.
Continuation of the ESCAPERS LABS across all partner countries. This phase focuses on running the intergenerational workshops and gathering crucial feedback from participants to prepare the final project results.
Completion of the ESCAPERS LABS guide. Hosting of four multiplier events to share project results with a wider audience, followed by the final project meeting in Greece.
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.
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An R&D expert in game-based solutions for education and inclusion, Challedu leads the overall project management and the development of the methodological guide.
Ireland's premier actor training school with a renowned outreach department, GSA contributes its expertise in creative methodologies and leads the piloting of the games in the ESCAPERS LABS.
An Italian cultural center specializing in intergenerational learning and adult education, Eduvita leads the project's dissemination and exploitation strategy.
A company specializing in designing immersive game experiences, OSG is the lead designer and developer of the 5 ESCAPERS escape games.
A Spanish non-profit with extensive experience supporting people with dementia, AFAV provides crucial expertise on the needs of seniors and leads the project's quality and evaluation plan.
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