Electronic animated Game for European Integration and Intergenerational Dialogue Grundtvig Project E-GAME 2012 -2014 |
Partners
EURO-NET IT-ITALY
Kaunas Regional Innovation Center LT-Lithuania
ASSOCIATION KULT-ART RO-ROMANIA
InEurope, o. s. CZ-CZECH REPUBLIC
SKAKISTIKOS
OMILOS PANORAMATOS GR-GREECE
The Discovery of Talents GB-UNITED KINGDOM
Biedriba Pro Futuro LV-LATVIA
Sadala Welfare Society EE-ESTONIA
KONYA UNIVERSITY
AHMET KELESOGLU EDUCATION FACULTY TR-Turkey
Associação Check-In - Cooperação e Desenvolvimento PT PORTUGAL
Association M3 M-CUBE FR-FRANCE
PREPARATORY MEETING IN WHICH THE PROJECT WAS
THOUGHT AND DEVELOPED
The idea of the project started during a
Preparatory meeting held in Italy in last November 2011, when different
organisms (some of them granted & some not) participated at an APM hosted
by the Italian organisation.
OBJECTIVES OF PROJECT
The project intends to develop an animated
electronic game on European integration in which all the partners intend to co-involve
together both adults and young people to permit them to work as a group without
distance one from the others &
to create a synergy to favour
and develop an intergenerational dialogue, as requested from the European Year
2012.
INNOVATIVITY
The project is very innovative because it tries to
develop and to share experiences and skills that the coordinator organism has
already promoted using an other European actions: now
from such experiences it is born the idea that an animated
game on European integration can be
created together from different organism using an action of Partnership.
TARGET GROUP
The target group is composed both by elderly &
young people. All the participants will have the opportunity to:
1.improve their skills of intercultural
dialogue, facilitating the acquisition of the values of tolerance and mutual
respect
2.develop awareness on common European
values and cultural, religious, linguistic & gender diversity
3.define competences and skills of in
professional areas
4.strengthen the concept of European
citizenship and integration
5.learn the use of innovative
technologies that can help young people to find new possibility of work.
PRODUCTS TO BE DEVELOPED
-an European electronic animated game in English
& in each own partners' language
-web site
-mail-group
-facebook group
-newsletters
-logo
-gadgets
-leaflets
-posters
D.3. PROJECT OBJECTIVES AND STRATEGY
The project wants to promote:
- Non-formal education
- Human rights education
- Intercultural dialogue
- Democratic citizenship
- Active participation
- Social cohesion and inclusion
- The dissemination of important EU concepts and
values (fighting racism, anti-Semitism, xenophobia, and intolerance)
The project will be developed by different groups
of elderly young people, that will work in net, with
the supervision of
experienced leaders.
Of course, the participating institutions will use
the modern techniques of communication (e-mail, e-groups, intranet, forum
and web-site) for keeping in contact
in order to develop the project activities.
During this phase the contacts will be several and
the participants will exchange all sorts of information creating a real
democratic Forum regarding the rules for
the game: this continuative contact will be also a useful method for the
exchange
of opinions and ideas. It will contribute to the
pedagogical and sociological growth of the participants.
The project aim is the creation of a
playful-didactic activity not only useful for the project participants but also
available for
all the others: in this perspective
the game is planned to be available for all permitting to download it from a
website which
will be widely disseminated.
The meaning of the game should be of course to
arrive as first at final square: each player will
throw dice in order to step
into the EU history and its values,
cultures, activities and opportunities.
So the game will train on European knowledge,
entertaining and interesting young people as only a game can do.
The game will be someway similar to the popular
Goose Game but it will contain concepts to spread respect, tolerance and
mutual understanding and to fight
racism and xenophobia.
So the partnership will also permit to:
- learn digital skills
- promote creativity and employability
- experiment innovative
business experiences
- exchange experiences among different generations
- work together on
different subjects (EU researches, images, questions, etc.)
- favourize the re-itegration of elderly people
- promote innovative sectors
- co-involve local communities (in fact when the
project products will be ready, they will be presented and publicized in
schools, organizations, institutions, public
administrations, etc and by internet
D.4. RESULTS AND
OUTCOMES
PROJECT IMPLEMENTATION
F.1. DISTRIBUTION OF TASKS
ALL PARTNERS
The partnership will work on the project in a
similar way, permitting to all partners to be involved in all activities in
every
project's step.The
specific tasks will be distributed among the participating organizations
according to their characteristics
and competences such as internet
access, expertise in projects, management skills, communication skills,
specific skills,
team work, experience in adult
education & in the ICT field, etc. So all partners will:
-design, develop, implement and evaluate the project;
-realise questions &
answers on Europe & its values and cultures (making of course also apposite
researches)
-design the needs assessments tools
-contribute at each product (web site,logo,leaflets,posters,newsletters,game,cd-rom,gadgets)
-translate each realised
material in own language
-discuss all aspects of the partnership
-use social networks accounts
-participate at project meetings
-produce reports & evaluation after every
meeting
-manage their own finances, realise
intermediary & final reports.
Moreover, as indicated before, each of the partners
will be responsible also for a specific task:
-GR: content & graphic of newsletters
-EE: logo
-AT: realisation of the
videos of each meeting
-LT: content & graphic of the official web site
-RO: content & graphic of leaflets
-PT: content & graphic of posters
-MT: dissemination activities using facebook & linkedn
-CZ: preparation of evaluation' tools
-LV: creation of games' rules
-TR-NL: testing the game
-UK: corrections of all texts in English
-BG: gadgets creation
-FR: dissemination activities (themathic
social networks)
-ES: production of Cd-roms of the game
-IT: animations & software of the game
-IT,UK,ES,CZ,LV,FR:
hosting a project meeting
THE COORDINATOR
The coordinator will ensure the administrative
coordination, the consistency of the project and the production of the
sofware for the electronic game. It
will:
- realise the general
management, coordination and major responsibility of the project
- permit the coherence & continuity of the
project
- do the agenda and resource plan control
- supervise directly every stage of the project;
- control the evaluations system;
- monitor all the activities;
- promote the active participation of all partners;
- coordinate the agenda for the transnational
meetings;
- give indications to solve all possible conflicts;
- furnish suggestions for the development of the
activities;
- realise the sofware
& the animations for the electronic game.
F.2. COOPERATION AND COMMUNICATION
partner will have to ensure its
participation at each step in time with the planned agenda.
Because two years is a long period of time to keep
the project alive and effective and such a long period of time may cause
the lack of communication and
cooperation among the participants, in order to achieve an effective
partnership in terms of
management, process and evaluation, each
participating organisation will set up a project team
with a team leader. These
team leaders will form the steering
group for the project. The communication and cooperation between all the
participating
institutions will be mainly provided by these
team leaders.
So the communication will be held with the support
of:
- international project
meetings of partners;
- web site;
- e-mails;
- mail-group (it will be
created to ensure the maximum sure connection possible among the participants);
- skype
conferences;
- social networks (facebook, linkedin, etc.);
- Messenger;
- etc.
The website of the project will have a
"private area" to which only partners will be able to access and to
insert
communications, news, agenda of the meetings,
materials, evaluations, contact informations, etc.
Periodic reports about the work progress will be
issued respecting the planned agenda: when the coordinator places the
report, it will be sent automatically
to all the partners in the mailing list.
There will be many transnational meetings in
country partners where the strategies, the short term and the long term
activity plans as well as the results
will be discussed and the important decisions will be taken if necessary: this
type of
communication is the best method to guarantee
an effective cooperation, set up changes and socialize people.
The effective cooperation and communication among
the participating institutions will be organised by
means of face-to-
face meetings, face-to-face
conferences during the international meetings, common practical activities and
research, e-mail,
forum, telephone and fax when
necessary. Thus, we will share our opinions and exchange information on
professional,
practical and methodological approaches.
Of course the coordinator will take responsibility
for ensuring that allocated tasks will be completed on time, and that the
organisation of partnership activities will
be efficient & timely, remaining constantly in regular communication with
all
partners.
F.3. PARTICIPANTS' INVOLVEMENT
THE STAFF
They will participate in scheduling the project's
activities. They will work in the implementation and evaluation of them (by
communicating, delveloping
activities and offering feedbacks in all phases of the project).
As mentioned therefore, the pedagogical approach
that the staff will use will be based on different methods all contained in
the COMPASS or in the so called
T-kit and recommended by the Council of Europe and the European Commission.
Systems thinking and the learning organization will
provide the cultural ground on which learners will move because the
organizational values will focus on new modes
of leadership, learning, creativity and motivation of all people without which
the process of engagement is not can
be successful.
Systems thinking will facilitate the identification
of organization and will allow learners to view the problems and benefits
through multiple perspectives, by taking
the linear cause-effect links and all the evolutionary dynamics.
The learning organization will develop creative
& "generative" learning of the beneficiaries by facilitating the
use of positive
relational behaviors for the benefit of all
the persons involved.
The staff will be responsible to follow, in each
phase of the project, the products to be realised and
the learners using
specific techiniques
and ICT tools.
Among project meetings, the staff will communicate
directly through an e-group and other ICT facilties.
THE LEARNERS
They will be involved in all project activities, mobilities & evaluations of the materials to be realised, using the following 4
techniques:
1.Do to attend and participate to do
(a methodology that promotes the cultural learning and based on the need to
participate actively in the initiatives
undertaken by the group to become an integral part of it, becoming protagonists
and
playing a part really active in every
phase of the project)
2.Lifelong learning (it will be developed
through the use of subgroups and plenary session as well).
3.Learning Cooperation (that produces more
attention and improves building relationships and self-esteem and allows
interpersonal skills)
4.Experiential Learning (composed of 5 stages:
activities, discussion, reflection, practice and development)
The learners will prepare the questions and their
answers after having realised specific surveys,
contribute at the
characters, participate at project meetings
and test the game. They will be also involved in the use of social networks.
F.4. INTEGRATION INTO ONGOING ACTIVITIES
The integration of learners into the activities
will be ensured through different working methods well explained at the
previous point of this fom (F3). Moreover the project will assure the learning of
new competences and skills for the
participants both in terms of innovative
abilities and in terms of cultural experiences.
Institutions involved in the project are expected
to communicate, share experiences and involve the participants in the
local and trans-national meetings and
into the project workshops.
The long term and the short term products and
outputs of the partnership will be integrated in the activities of all the
participating institutions during and after
the partnership because all the products of the project the course will be put
on
the project´s website to ensure also
their future availability.
All the products realised
during this project will be created to be used also in future activities by the
participating
organisations: in fact the electronic game can
be used in future actions as tool for learning and as a tool for ice-breaking.
So it will be very useful for the parners'
organisms.
F.5 EVALUATION
We are going to control the quality of the meetings
from the beginning of the project till the end by means of monitoring,
formative evaluation, summary evaluation
and final assessment by developing effective evaluation tools such as
questionnaires, interviews and meetings.
The evaluation of the objectives of the partnership
and the expected impact on the targeted public (trainees and
professionals) will take place in a
chronological way. This will be done by a quantitative and qualitative analysis
of various
activities, the fulfilment
of the tasks and the results obtained.
The project will be evaluated considering the
priorities and the objectives of the Grundtvig
program on its every stage. The
format of the provisional and the final
reports will be structured according to the project requirements. One partner
will be
in charge of the coordination of the evaluation
process. The partners will also evaluate locally the impact of the project on
their organisation,
staff and learners.
After each trans-national meeting, the participants
will complete questionnaires. In addition, the coordinating institution will
act as an independent observer and
write the evaluation report about the project techniques.
In general, we are going to evaluate the success of
the project during and after the partnership using two evaluation types:
Quantitative Method and
Qualitative Method.
Quantitative Method:
In this evaluation process, we are going to make
the quantitative evaluation of the partnership by analyzing:
- The number of meetings and of the workshops
organized during the project,
- The number of undertaken tasks,
- The number of persons participating into the
projects activities,,
- The number of the materials realised
by each partner organization,
- The number of the project flyers printed by each
partner organization,
- The number of future collaborations established
between the project participants.
Qualitative Method:
In this evaluation process, we are going to make
the qualitative evaluation of the partnership in the terms of:
- The level of the collaboration between the
partner organizations,
- The level of the discussions,
- The results of the questionnaires administered to
the participants,
- The complexity of the work done,
- The participation assured at each step,
- The realisation of the
tasks assigned on time,
- The contents of the reports.
F . 6 DISSEMINATION
AND THE USE OF RESULTS
We plan to develp
dissemination with:
1.Specific project newsletters (in each
language of the partners)
2.Web sites (the official one of the
project, translated into all languages of the partners, & the normal web
sites of the
partners)
3.Social networks
4.Leaflets & posters (in each language
of the partner)
5.Cd-roms (in each language of the
partner)
6.Meetings (trans-national or local)
7.Videos
8.Game gadgets (tshirts
& pins)
9.Press conferences and communications
10.Articles on newspapers,
magazines, etc.
11.Radio and television
interviews
PARTICIPATING ORGANISATIONS
Among participating organizations the dissemination
is going to be effective from the beginning through discussions on e-
group. With the staff's participation
in the internal needs assessment stage, the internal dissemination will be also
arranged.
The experienced achieved in the project (especially
during the meetings) will be disseminated by each partner among the
institution members.
LOCAL COMMUNITIES
The dissemination will be assured especially with
different press conferences and many meetings in which we will promote
the project and its products.
A big part of dissemination will be done by local
and regional networks, accessible and approachable by the project
partners, as well as by the most
appropriate methods (ICT tools, internet seminars, mass media).
The material produced will be available in specific
places and spread in different situations (as workshops, conferences,
press communication, meetings, etc.):
the official project web site, created during the partership,
will be in fact the main
vehicle for dissemination, with the
additional contribution of newsletters,leaflets,posters
& other tools.
The materials will be avaible
for all in a free way (public administrations,community centres,NGOs,associations,institutions,
schools, etc.)
WIDER LIFELONG LEARNING COMMUNITY
This kind of dissemination will be effective thorugh the various 80 mail-groups operating as tools of
adult education
networks & using the intranets or the
communication tools of various European networks (Europe Direct, Eurodesk, ENYC,
etc.): only the coordinator is member of 35 nets!
We count to have the possibility to spead, disseminate and promote the project to other
7-10.000 new organisations in
Europe with which the single
partners together are in contact.
The internet platform will be promoted and included in all partners
networks, and shared in all the social network.
G.2 WORK PROGRAMME