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Game On Extra Time – Serious Educational Games to develop Prevocational Skills in people with Learning Difficulties.

Title: Game On Extra Time – Serious Educational Games to develop Prevocational Skills in people with Learning Difficulties.Reason: The employment rate for our target group of people with learning disabilities and /or difficulties is only 26% (UK Office for National Statistics). This client group need additional support and innovative pedagogical approaches, matched to their needs, to develop skills for work and personal development/independent living. Levels of cognitive functioning (memory, problem-solving, transfer of context) in the client group also require additional reinforcement of learning objectives and support in transferring learning from the classroom to external contexts/environments. This project therefore has aims and objectives of: - 1) Tackle the barriers to VET for people with learning difficulties and/or difficulties and sensory impairment. 2) To meet the targets for improving Pre-vocational and Key Skills Levels 3) To improve employability and encourage progression 4) By developing a curriculum of bite-sized learning objectives delivered through engaging, innovative, interactive Serious Games on both static and mobile learning platforms in a blended learning approach to match the needs of individual learners. 5) That will overcome the difficulties this target group have in transferring learning from the classroom to working environments by serving as an at-hand tool for learning prompts and procedural reinforcement. 6) To support improvements in the quality and innovation in VET by our balanced partnership of organisations delivering state of the art, quality services and developments, cross-sectorally, to the target group to co-operatively develop a synergy to raise the capacity to provide quality and innovation in VET across Europe. The outputs of the project are: accessible, interactive Serious Games (computer games based learning) with embedded learning objectives in Personal Development and Employment Preparation, available online in a project portal; via the project website, as CDs and for mobile technologies and offline in published learning packs. Other outcomes will include 1) a number of service user groups established and run to ensure that end users and trainers are involved in every stage of the project, to ensure usability, appropriateness and exploitation of project outputs. This will, in itself, develop the skills of the beneficiaries involved in presentation, self advocacy, career planning, product testing, ICT and evaluation, 2) increased engagement in learning for the beneficiary group through our blended learning, non-formal and informal learning approaches, and supported progression routes towards employment, increased independence and social engagement through our informal learning groups. Impact: We have calculated, using a percentage of people reached through our valorisation strategy that the impact reached after the project lifetime will be 40,600 end users of people with learning disabilities.
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