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"""My life in Europe-a new Methodology to insert Your LIFE biography IN the EUROPE context"" is part of the Erasmus+ program for innovation and the exchange of good practices, responding to the needs of the EC to extend and develop the competences of educators and other personnel who support adult learners, provide innovative technological tools able to support lifelong learning and training, increase awareness of European identity and help the psycho-physical well-being of its citizens, especially the weaker groups (Health 2020 European policy for health and well-being). The project is based on two scientifically proven evidences: the therapeutic, social and cultural value of autobiography as a tool capable of stimulating memory in patients with deficits, promoting social inclusion, intercultural and intergenerational exchange and mitigating the sense of loneliness and abandonment and the beneficial effects that video games and online activities have on the cognitive functioning of the elderly (Kyriazis-Kiourti 2018). The project aims to provide a wide range of users involved in non-formal adult education with a new and captivating technological tool, easy to use and free, to introduce an autobiographical experience in educational, rehabilitation, therapeutic, recreational and cultural programs. We identify 3 main target groups: adults attending training courses in cultural and recreational programs; frail elderly in nursing homes or assisted healthcare facilities; disables who attend day centers or residential structures and all educators and personnel who support these categories. The project involves the implementation of two IOs: a serious game titled "" My life in Europe: the game"" to facilitate the introduction of autobiographical writing programs, and a manual for trainers called ""The Autobiographical experience: the Manual"" which will allow the creation of repeatable training courses. The “Am I European?” function in the game will stimulate the acquisition of a higher level of European identity. Activities foresee 3 steps which will include research on the state of the art, focus groups, analysis of results, game and manual implementation, assessment tests on target groups, dissemination. The project involves the participation of 6 partners who guarantee the result in terms of quality, dissemination capacity and international value: Nkey- IT technologies, LUA- autobiographical writing trainer, ASPHI-digital systems for the disabled and newcomer in the Erasmus+, CEBS, Pro Xpert and Vai Avante experts in training and in Erasmus + program. Tasks will be distributed according to the principles of respective competences and internationality. The responsibles of the various activities have already been identified (LUA - research and game content; NKey-managent and digital tools; ASPHI usability and evaluation for frail and disabled people - CEBS manual contents; Pro Xpert: test and evaluation; Vai Avante: dissemintion and communication). International working groups will be defined in TPM1. A steering group, already established, has the task of managing and monitoring the quality of the project. The project foresees 5 TPM to define methodologies, divide the tasks and evaluate the results step by step, 4 joint short-term staff training events on 4 topics, one per partner country, 1 blended mobility that will involve people with disabilities and 4 multiplier events. The project includes a scientific article signed by Prof. C.Benelli, LUA member and university researcher. The internationality of the partnership in all the working groups is considered essential to achieve the goal of making the game ""universal"". The expected impact is closely linked to the nature of the intellectual product, its characteristics of innovation and ease of use. The multiple function of the IO (recreational, therapeutic and educational) and its internationality amplify its range of action potentially indefinitely since it stimulates not only the use of the game but above all the training of new operators and courses for trainers. The project foresee the creation of a network to connect stakeholders and a register of ""ambassadors"" of My Life in Europe that will have an important multiplier effect. We cannot avoid stressing that at first Italy and now other European countries are experiencing a shocking health emergency. When and how we will get out of this nightmare that we don't know yet. What is certain is that Europe will no longer be the same and it is up to all of us to defend and improve it. On the other hand, we are sure that Europe's perception will change in a few months and if today it’s difficult to induce older people to feel European, tomorrow it could be even more difficult. The challenge that we had already decided to undertake by creating a special function of the game capable of stimulating the debate on European identity, today acquires a greater value and forces us to new questions and even harder challenges."
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