Ελληνικά
<< Objectives >>The project's goal is to develop an orientation program for educators on Gaming Therapy and Education, a non-professionalizing methodology based on gaming, aimed at promoting well-being, social competences, and a sense of inclusion. However, this approach struggles to spread beyond the borders of Northern Europe. Therefore, the project aims to promote it at a European level, addressing the still prevalent gaps in digital competence within educational contexts with fewer upskilling opportunities.<< Implementation >>The project activities implement a dialogue and direct interaction between educators and adult gamers to jointly recognize and validate the positive aspects of gaming experiences. It also includes an orientation activity on Gaming Therapy and Education, open and accessible, aimed at enhancing daily digital skills and acquiring digital educational facilitation methodologies, which are particularly useful in mentoring activities with individuals experiencing social distress, of any age.<< Results >>The project will produce:A collection of firsthand experiences on gaming, well-being, social interaction, and sense of inclusion, aimed at educators with little familiarity with the topic.An orientation path, a booklet, and a program focused on the use of videogames, especially for mentoring activities with individuals at risk of isolation.A training mobility and other resources on EduGaming, also open to targets with fewer opportunities for upskilling, both economically and socially.
