Wednesday, 01 April 2020 14:34

IEUME

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IEUME is a 2-year Erasmus+ KA2 Project that wishes to support, via innovative educational tools, the integration process of people with a migrant background. Such tools will help them gain access to information and a better understanding of some of the most important – and pertinent to them – EU-related issues, including the rights and obligations they have in their host EU states.

Table of Contents

Case Study

Project's overview

Instructional Analysis & Development

Example of Knowledge Presentation

Examples of Mini-Game

  

Case study

Project's main is goal was the:

Empowering Immigrants’ EU Social and Civic Participation through Innovative Media for Education

The design and development of an inclusive, interactive and user-friendly digital toolkit for migrants, refugees and asylum seekers which will include gamified online training modules for European socio-cultural, political and economic environment, which will also be available through mobile platforms/ applications. 

Project also focused on

  • Increasing the availability and improve the quality of offered learning opportunities on EU politico-socio-cultural issues for adults and particularly migrants, refugees and minorities
  • Equipping education and integration specialists with the necessary skills to foster a learning environment that celebrates equity, diversity and inclusion
  • Promoting the integration of refugees, asylum seekers and newly arrived migrants and raise awareness about the refugee crisis in Europe
  • Encouraging the use of Open Educational Resources (OER) as tools to enhance the access to education of individuals facing educational, economic, cultural and social challenges

Learning Theories: Constructivism, Meaningful learning, Behaviourism
Learning Techniques: Microlearning, Mobile-learning, Gamification
Software: Authoring Tools, Picture Editors, Video creators

Project Overview

The Project consists of 5 main modules with respective information

  • Employability
  • EU Institutions
  • Civic Participation
  • Access to rights
  • Cultural Heritage

Each module is presented into a Presentation. Then, every category includes 9 mini-games, 3 for each level available, Basic, Intermediate and Advanced. This makes the number of games equal to 45

Analysis & Development 

One of the main questions that the Instructional Designer should ask in the analysis phase is about learners' background experiences and knowledge. I knew that since this project will be used by migrants I had to use simple navigation but I wanted an innovative approach as well. So despite the fact that I decided to force them into a linear path that demands certain progress to be made before moving on to the next chapter I kept it simple with large menu buttons, with back and forth navigation buttons optimised for mobile devices. Then I used a bunch of free vectors found around various websites to make the project rich in terms of media. To complete this course presentation the learner has to successfully answer all questions of all 3 particular units of the module

Knowledge Presentation

Mini Games

Regarding the mini-games: To spice things up I used different types of interactions before the learner is asked to answer a question in every mini-game. One such example can be seen in this mini-game I am showing off, that instead of a regular back and forth approach the learner has to touch and drag the screen in order to view the question. You may view the example at the "Let's play" category.

An other example of a mini-game is the one found below, which is about Access to rights. I knew I had to make a game that reflects its context so I thought of making a gavel that reveals the question after it is hit on the desk. It is necessary for each mini-game to be connected with the information of the topic that's why I had to give that unique look to the various games.  Finally it should be noted that Gamification techniques are also used that grant the learner awards such as badges to reward him/her for answering correctly to further boost the engagement towards the material. 

Finally it should be noted that Gamification techniques are also used that grant the learner awards such as badges to reward him/her for answering correctly to further boost the engagement towards the material. 

Project's main website can be found here 

The project is co-funded by Erasmus+ of the European Union [Project number: 2018-1-PT01-KA204-047387]  and was developed on behalf of CARDET (Center for the Advancement of Research & Development in Educational Technology) which is one of the main partners responsible for its production along with 5 other partners. 

 

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1 comment

  • Comment Link Will Friday, 03 July 2020 12:04 posted by Will

    just amazing work, cognrats

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