2. • Using playful and
game-based
learning
• to support
inclusion
• to foster the
development of
social, civic and
intercultural
competences
conflict resolution
creative thinking
reflective debate
3. e-Crisis gives a direct contribution to the Erasmus+
priority focused on inclusion
4. What do we expect to achieve?
i) To examine the current social
inclusion challenges across the
partner countries.
ii) To create and implement a game-
based learning toolbox for the
development of conflict resolution,
creative thinking and reflective debate
skills.
5. iii) To design and develop a
guide with learning scenarios
for social inclusion across
various subjects.
iv) To train and support
teachers so they can develop
their own teaching scenarios.
v) To involve students in
gameful activities showing
them the way to responsible
citizenship in Europe and
raising their awareness of
societal matters at the school,
local, national and European
level
6. What is the role of the teachers in this project?
• Through a strong focus on the teacher, e-Crisis directly
empowers the profile of the teaching profession, enabling
acting and prospective school educators to deal with
topical issues and emerging crises that Europe’s schools
have had to face in recent times through innovative,
digitally-enabled game-based pedagogies.
• Importantly, teachers, as the central change agents in
the proposed innovation, are given the methodological
and digital tools to design their own teaching and
learning scenarios tailored on the objectives and needs
of their own teaching circumstances.