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Scientific papers

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https://link.springer.com/book/10.1007/978-3-030-88304-1?noAccess=true

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Game
  1. INGAME Platform
  2. INGAME Online Game Development
  3. INGAME Mobile Application
    Google Play
    App Store
  4. INGAME Training and Policy Resource Manual
Dissemination
  1. Development of the Communication and Dissemination Plan
  2. Carrying out scaling-up events and final conference
    • INGAME – Gaming for Social Inclusion and Civic Participation – A holistic approach for a cultural shift in education and policy
    • Gaming for social inclusion and equality
    • Train the trainer material
    • Applying gamification strategies in youth skills development
    • Youth involvement in the game design
  3. Policy recommendations
  4. Development of the Sustainability, Exploitation and Scale Up Plan. Internal document.
  5. Communication and dissemination materials

Newsletter #1

Newsletter #2

Newsletter #3

Newsletter #4

Newsletter #5

Newsletter #6

Brochure

Training
  1. Creation of training materials
  2. Training of youth workers, educators, decision makers, youth leaders, policy makers, academics, stakeholders
  3. Implementation of pilot actions
Educational design
  1. INGAME Curriculum and Content Outline Design
  2. INGAME Educational Design, Storyline and Narrative
  3. Translation and localization project website, online and mobile platform content
Mapping
  1. Transnational Report and Data Collection Guidelines, Templates and Tools Preparation

Transnational Report and Data Collection Guidelines

  1. National State of the Art and Gap Analysis (Spain, Greece, Romania, Cyprus, Italy, Lithuania, Netherlands, Poland)

INGAME National report Spain

INGAME National report Greece

INGAME National report Netherlands

INGAME National report Poland

INGAME National report Cyprus

INGAME National report Italy

INGAME National report Lithuania

INGAME National report Romania

  1. EU INGAME Ecosystem of Needs, Practices Target Groups, Stakeholders and Mode of Work
    EU Report
  2. Compilation of National and EU Reports/Development of the Transnational INGAME Ecosystem of Needs, Practices Target Groups, Stakeholders and Mode of Work

INGAME Transnational Report

About

The Context

Civic competences as described by the EU involve active participation, equality, equity, social justice, and active interest in democratic institutions. However, various international reports indicated that there are declining levels of civic engagement among EU citizens, linked to limited accessibility to civic education and lack of knowledge of the EU civic environment. Despite the internet, its online information and communication sources, this knowledge is apparently not actively sought after by EU citizens.

Young people are frantic users of the digital universe in general, and many of them are passionate and engaged gamers. Yet they are – in terms of active citizenship – seen as the most disengaged (and uninformed) group of citizens.

Still, there is hope that with the proper inspiration, motivation and education these young adults can become active citizens, perhaps even role models of civic engagement and potential educators of an even younger generation.

INGAME target audiences are as follows:

  1. Young people (18 to 35 years old)
  2. Schools and educational institutions
  3. Public authorities responsible for the education at local, regional, national, and European levels
  4. Teachers and teachers’ associations
  5. NGOs, Associations, Organizations working toward social inclusion
  6. Migrant and refugee students and their families

The Game

Serious gaming (i.e. gaming with an educational objective) can provide the opportunity to take a closer look at civic values, civil skills and competencies and make them (again) attractive and valuable to the younger generation: this project focuses on young adults between the ages of 18 and 35.

The interactive (and collaborative) character of a game and the opportunities to share and discuss insights with co-players and others in the social environment, can provide added value, also in the sense of fuelling personal and shared values.

Moved by the particular need to provide targeted civic education the INGAME team is developing an innovative and attractive educational online game to inspire active civic engagement.

It will be a role-playing adventure that will allow users to explore previously inaccessible settings in the specific fields of civic participation, social inclusion and gender equality.

The project team is not skating on thin ice. The game’s content will be based on national (policy and needs) research, inputs from (national) target groups and stakeholders and in-deep questionnaire surveys. A transnational report (including conclusions and recommendations) will reveal the direction of the game’s narrative(s).

Playing this game will inspire and boost civil literacy and civic skills and competences of the players. It will also offer tools to promote tolerance, mutual respect and active citizenship in their respective (social) contexts, and make these issues discussable. It will contribute to a positive awareness of the potential and the opportunities of democracy.

Follow us, talk with us.

Target groups, stakeholders and ‘critical friends’ will be invited to follow the developments and give feedback. For this we will be present on different social media, such as Facebook, Twitter, Instagram, LinkedIn, and YouTube.

The Training Material

In the course of the project we will also develop blended training material (face-to-face and online modules). It will be open and available at some point on our online platform [add link when relevant] for all youth practitioners, youth and stakeholders who wish to improve their skills and competences related to the social inclusion and civic participation methods, pedagogies, skills and knowledge on the basis of the methodologies developed in the framework of the project.