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Exploring the I-Game Erasmus+ Project: First Learning Training Teaching Activity

Exploring the I-Game Erasmus+ Project: First Learning Training Teaching Activity

The I-Game Erasmus+ Project is a pioneering initiative designed to integrate innovative gaming methodologies into education, fostering inclusion and engagement for diverse groups. At its core, the project aims to create serious board games that serve as impactful educational tools, emphasizing the importance of inclusion for marginalized communities such as people with disabilities, minorities, and socially excluded groups.

The first Learning Training Teaching Activity (LTTA) took place in July 2022 in Pila, Poland, hosted by Archon Studio. This session provided participants with invaluable insights into the manufacturing processes behind board games, a crucial step in understanding how technical and design aspects can align with educational and social goals. Participants toured Archon Studio's facilities, exploring the intricacies of game production, including material preparation, 3D design, and graphic creation. They also attended on-site lectures by technical experts, gaining hands-on knowledge to inform future projects.

Building Connections Through Gaming

Beyond the technical aspects, the event highlighted the social and cultural significance of games. Participants engaged with the Ukrainian community and Polish volunteers through gaming sessions, showcasing how board games can build bridges between cultures and create meaningful social interactions. This interplay of education, technical expertise, and community interaction underscored the project's vision of fostering inclusivity through innovative gaming tools.

A Collaborative Vision for Inclusive Education

The I-Game project brings together organizations from different fields—game design, education, and social inclusion. Partners include Challedu (Greece), Dracon Rules Design Studio (Greece), Archon Studio (Poland), and Asociatia Share Education (Romania). By combining their unique expertise, these organizations aim to create serious games that address the diverse needs of learners, empowering educators to adopt innovative tools and methodologies.

This initial LTTA was a critical step toward the project's broader goals: creating inclusive board games that not only educate but also promote empathy and social connection. Through workshops, collaborations, and practical insights, the I-Game Erasmus+ project is shaping the future of game-based learning and inclusion in education. Stay tuned for more updates as this inspiring journey unfolds.

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