UPGRADME_ENG

22 23 • #MIASSUMO Website: https://miassumo.com/ Country: Italy Short description: #MIASSUMO is the first orientation platform that uses gamification and from the age of 11 writes youth curriculum. It’s a compass at the service of young people, to help them grow both as individuals and as workers and to enter the world of work more easily. In fact, during the 25 hours of annual training, in which class activities, in groups or singles, the young students will be guided and helped in recognizing their skills, inclinations and preferences useful for being oriented in the future study path and to be made aware of the new existing professional figures. Objective: To explore the 8 key competences identified by the European Union from the perspective of professions so as to be able to choose with greater awareness the type of school after the eighth grade and from older ones whether to enroll in an ITS, university or directly enter the world of work. • PROMIS Website: https://promis.education/ Country: Romania, Italy, France, Poland, Lithuania, Netherlands Short description: Context: To explain howgamification can be used as a pedagogical method for digital natives to other teachers and providers of online educational courses. Explain and offers best examples and practices of gamified contents related to social inclusion made by PROMIS project partners. This project gives a better understanding on what is social inclusion; Enhance competences when interacting with marginalized groups and increases social responsibility. The target groups are teachers, private companies, online course developers however, it also involves as target groups adolescents with a migrant background, people with physical disabilities, youth with autism... Objective: To integrate up-to-date theoretical knowledge and research findings with practical case studies of social inclusion and applied research on social inclusion, in order to develop the course curriculum “Building inclusive societies by promoting social inclusion and reducing discrimination: Theories, research, and interventions” (BUILD), which will foster social, civic, and intercultural competences; To use innovative pedagogies in developing learning content to best meet the learning needs and characteristics of digital-native students by creating a gamification manual based on the gamification of the BUILD curriculum; To enable flexible and collaborative learning and the acquisition of digital competences in students and teachers through the development of the gamified online e-learning platform; To tackle discrimination and segregation issues and develop social inclusion skills through the creation and implementation of a dynamic and modular online course on the topic “Building inclusive societies: Promoting social inclusion and reducing discrimination” (eBUILD)

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