<< Background >>The organizations collaborating in this project are facing issues connected to the rapid advances of technology and the inability of society to follow that rhythm. In addition, the ethical dilemmas connected to these advances and the use of the emerging technologies by the populace have yet to be answered, or in some cases, have yet to be identified.Via this project, the consortium aimed to draw upon public resources created via our contribution, and produce tools and educational methods that will aid in the increase of understanding of the ethical challenges faced by the recent advances of technology. In addition, the consortium aimed to further promote ethical awareness and foster the ability to think critically about technology and science, prioritizing the values of the meaning of European identity.VET trainers and institutions (starting with the consortium members) are at the forefront of these challenges, as they need to prepare the future professional world to better identify these challenges and face them with knowledge and prudent decision-making. The consortium addressed this need via the creation of a modifiable game-tool which allows open discussions and views on the topics of interest.<< Objectives >>The consortium aimed to increase understanding and awareness of the ethical challenges faced by modern-day entrepreneurs and innovators, increase uptaking of education and the wish for upskilling in the digital era. We wish to provide tools to VET trainers that will aid them in their efforts to provide quality education, thus foster their critical thinking ability on topics of technology and science in such a way that it prioritizes core European values.Next, the consortium aimed to utilize existing results of previous projects to create educational tools that will be both innovative and attractive to the learner, thus also increasing the attention of the learner and the absorption rate of information.Additionally, the consortium aimed to encourage civic engagement, by promoting ethical approaches to the advances of technology in society to VET learners.The project aimed to combine new learning methodologies and enhance VET resources, thus in turn create an enticing learning environment and the innovation in VET education by the creation of a modifiable game-tool, combining all the above needs in a way that it will be suitable for use within the learning process.<< Implementation >>In order to complete the project, the consortium undertook a serries of activities. In terms of mobilities, the consortium had two Transnational Project Meetings (one more than initially planned), and one LTTA. The consortium conducted dissemination actions via promoting the project online as well as two Multiplier events to promote it further to the target groups.The main activity of the project was the creation of the game tool, which comprised of a number of distinct steps and intertwined with the project’s other activities (mobilities, dissemination). The resulting game complied with the constraints set by the consortium, and fosters discussions on the topics of Technology and its Ethical use by societal forces. The game tool was created in a print & play format (digital files to be printed in a home printer) to maximize outreach, and in addition the game tool was uploaded in a free online board game platform to further reach persons in secluded areas, or in times of mobility restrictions. The game is escorted by learn-to-play video and a Trainer’s Guide containing advice for the trainer and expanding the use of the game.<< Results >>The consortium created the board game tool “Tethics”. The game consists of a series of files (cards/boards) to be used as “print and play” by any home printer, a rulebook for the players which explains the rules of the game, a how-to-play video to further ease understanding, a guide aimed at the trainer and lastly a digital version of the game uploaded in an online board game platform free to the public.The trainer’s guide further explains to the trainer how to use the tool, and how to enhance it by selecting technologies and transforming them into game cards, thus enabling discussions on any topic they desire; the deliverable is malleable in this manner, as it is meant to be more of a tool rather than a simple game.Lastly, the consortium made available in draft format a previous game version which was deemed archived in favor of simplification, and can be used by experienced gamers-trainers.The consortium conducted two Multiplier events directed at the target groups.To further employ green practices as well as digital practices (besides the digital version), the game utilizes QR code technology thus requiring less paper printing and promoting familiarization with devices and scanning.
