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Title: Learning to cope with tomorrow’s reality: serious gaming for civic participation and social inclusion
Authors: Gudoniene, D.
Blazauskas, T.
Fruhmann, P.
Kyriakidou, M.
Patsarika, M.
García-Holgado, A.
Zangrando, V.
García-Peñalvo, F. J.
Afxentiou, A.
Kersiene, V.
Keywords: Game
digital game
Issue Date: 1-Dec-2021
Publisher: Kaunas University of Technology
Citation: Gudoniene, D., Blazauskas, T., Fruhmann, P., Kyriakidou, M., Patsarika, M., García-Holgado, A., Zangrando, V., García-Peñalvo, F. J., Afxentiou, A., & Kersiene, V. (2021). Learning to cope with tomorrow’s reality: serious gaming for civic participation and social inclusion. In D. Rutkauskiene (Ed.), Conference proceedings of Advanced Learning Technologies and Applications. From Distance to Hybrid Learning – ALTA’21 (December 1st, 2021 - Online) (pp. 31-41). Kaunas University of Technology.
Abstract: Europe 2020 is the European Union's growth strategy for the coming decade and its targets include innovation, education and social inclusion. The combination of innovation and education is even more novel and forthcoming in the European context. Especially in the out-of-classroom field, informal education for young adults, the available learning opportunities are still very limited. Furthermore, the addition of the third target of Europe 2020, that of social inclusion is essential to the growth-leading path Europe needs to follow within the next decade because cohesion, interaction, mutual understanding, non-discrimination are key parameters for the realization of a well-developed society. In this context, the INGAME project, funded through the Erasmus+ Programme, proposes the development of a serious game for young adults. This work presents game design focused on social and civic inclusion. The interactive game aims to generate growth, and skill-building and at the same time address social challenges.
ISSN: 2335-2140
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