IO1. Creation of the Handbook

“Between 50% and 80% of students in EU countries never use digital textbooks, exercise software, broadcasts/ podcasts, simulations or learning games. Most teachers at primary and secondary level do not consider themselves as ‘digitally confident’ or able to teach digital skills effectively, and 70% would like more training in using ICTs.” (European Commission release on ‘Opening up Education’). 

As the European Commission has identified the digitization of the education and the necessity of modernizing the learning environment for the young Europeans as a top priority, the Digital Education Action Plan has been adapted including actions to support technology-use and digital competence development in education. These actions concern and lead to making better use of digital technology for teaching and learning as well as developing digital competences and skills of both teachers and their pupils. In that framework and based on the idea of introducing a new innovative e-tool accessible and open to all the schools in Europe, “VR in School Education & Civic Participation” project seeks to expose both teachers and the participating students to a new experience of learning through a Virtual Reality Game. The aim of their participation is to enhance their digital and soft skills while at the same time enrich their knowledge on specific issues that will be explored during different phases of the project. 

Through the Intellectual Output 1 the reader will understand the nature of the topics that will be addressed during the project and the topics that will be put under discussion for the simulation of the European Council on Youth, through the concept of Virtual Reality. These topics are: 

  • Safe usage of the Internet and of Social Media 
  • Bullying at schools and Cyber bullying 
  • Human Rights and a multicultural environment in Europe 
  • European Citizenship and Rights 
  • Environmental Behavior 
  • Sustainable Growth in the European Union 
  • Circular Economy in the European Union and abroad 

Moving on to the second part of the Intellectual Output 1, the reader will understand the conceptual framework of the project, the pedagogical approach of the project, the means of learning, which platforms will be utilized and the ways of communication with the project team. 

The methodology and tools details concern the non-formal learning procedures, tools and methods. The Handbook will be developed in a youth-friendly and easy to read way and its learning design follows the 7cs Learning Design Framework. The handbook will also contain learning outcomes, training activities and evaluation methodology.

During the project, both participating students and teachers followed via the cerebrum.gr e-learning platform the on-line MOOC courses and were given guidelines and informational material so that they got well prepared before the real-time Virtual Reality Game playing. The aim of the project results was to familiarize themselves with the innovative and non-traditional learning tools which are being applied in the nonformal learning, while the aim of the on-line courses was to prepare themselves on the topics that they will discuss during the game. These seven topics have been carefully selected as they are trending in the daily life of the students and will also bring an added value on their perspective as European citizens. Apart from the direct effect on the students in terms of enriching their skills, attitudes, knowledge and their European identity, the project seeked to influence the teachers as well by exposing them to new, innovating learning models. The project identifies and covers the need for accelerating the digitalization in the education field through an innovative way by providing an inclusive, costless and open tool for the teachers to use in their classrooms. However, the project does not target only the students and their teachers, but it aims to affect all possible stakeholders in the education and training field to acquire such digitalized methods of learning and include non-formal learning tools on their educational procedures.

Leading Organisation:  Institute of Research & Training on European Affairs

Participating Organisation: University of Piraeus Research Center

Download the Intellectual Output 1 file