The INGAME project maintains transformative potential facilitating engagement with the wider community both at the local and at the EU level in a most innovative manner since some of the most successful means for building knowledge, skills and the values required for democratic citizenship relate to the growth of youth’s abilities to practice civic problem solving and engage in cooperative, project-based learning and simulations of real-world conditions. Thus, we aspire to integrate the potential of digitally mediated social environments into the fostering of innovative learning communities for the youth. The output of our project, a role-playing adventure, online game will allow users to explore previously inaccessible settings and learn from simulated experience. The overall value of the game will be to enhance critical reflection on social and political circumstances, build skills and stimulate interest for collective action. The project outcomes will include the design of a ‘good-practices’ guide on how to apply games in civic education contexts as well as feedback mechanisms that will assist the maintenance process for the future uses of the tool. Finally, a critical aspect of the innovative character of the project will be the development of the game for mobile platforms to be adapted and downloaded to smart phones and mobile pads, which will maximize the accessibility, the impact and the penetration of the game in young adults groups.

  • To facilitate the growth of the European Union as an advanced knowledge-based society and enhance social cohesion.
  • To advance the development of active citizenship, intercultural understanding, gender equality and personal fulfilment in the member states.
  • To promote the acquisition of civic competences and a sense of citizenship based on mutual appreciation, respect for human rights, other people and cultures as well as democratic rules, and on the acceptance of cultural diversity.
  • To observe, identify and analyse good practice in the field of inclusive education and create a novel platform for the wider use of young adult learning practices across the Member States.
  • To support the development of innovative ICT-based content and services with a practical focus on common values.
  • To promote an awareness of the importance of cultural and linguistic diversity within Europe, as well as of the need to combat racism, prejudice and xenophobia.
  • To make provision for learners with special needs, and in particular by helping to promote their integration into mainstream education and training.
  • To promote equality between men and women and contributing to combating all forms of discrimination based on sex, racial or ethnic origin, religion or belief, disability, age or sexual orientation
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  • University of Salamanca (Spain)
  • Romanian Literacy Association (Romania)
  • Educational Association Anatolia (Greece)
  • Kaunas University of Technology (Lithuania)
  • Danmar Computers LLC (Poland)
  • Storybag (Netherlands)
  • Center for Social Innovation – CSI (Cyprus)
  • OXFAM Italia (Italy)
  • SYMPLEXIS (Greece)

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This project has been funded with support from the European Commission. This publication (communication) reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. [Project number: ]