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Título
Gaming for social inclusion and civic participation: the INGAME project
Autor(es)
Palabras clave
Social inclusion
Civic participation
EU Citizenship
Informal learning
Educational online game
Gamebased learning
Clasificación UNESCO
5312.04 Educación
Fecha de publicación
2021
Citación
García-Peñalvo, F.J, García-Holgado, L., García-Holgado, A., Zangrando, V., Romaniuc, L., Kyriakidou, M., Patsarika, M., Gudoniene, D., Rak, K., Frühmann, P., Afxentiou, A., Bartoli, A. & Karkantzou, V. (2021). Gaming for social inclusion and civic participation: The INGAME project. In A. Balderas, A. J. Mendes & J. M. Dodero (Eds.), Proceedings of the 2021 International Symposium on
Computers in Education (SIIE) (23-24 September 2021, Málaga, Spain) (pp. 1-4). IEEE. https//doi.org/10.1109/SIIE53363.2021.9583646.
Resumen
[EN] Throughout the European Union, there is a
particular need for practices that would provide educators with
the devices necessary to create civic engagement locally and
supra-nationally responsive. The INGAME project focuses on
enhancing the acquisition of social and civic competences,
fostering knowledge, understanding and ownership of values
and fundamental rights with a strong focus on online games and
digital skills for the development of civic literacy and skills of
young adults. It is placed under the Erasmus + KA3 Social
inclusion and common values: the contribution in education and
training.
URI
DOI
10.1109/SIIE53363.2021.9583646
Versión del editor
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- GRIAL. Artículos [484]













