Description du projet
Jouer pour améliorer l’inclusion sociale
L’égalité des genres est une priorité absolue dans l’UE et l’un des objectifs de développement durable pour 2030. Si elles sont combinées, les technologies ludiques, les sciences humaines, la psychologie et l’éducation peuvent bénéficier à l’enseignement de l’inclusion sociale. Dans ce contexte, le projet GAMINCLUSIVE, financé par l’UE, propose un cadre de conception de méthodes éducatives ludiques en matière d’équité, de diversité et d’inclusion (EDI) qui favorisent l’apprentissage cognitif et comportemental pour réduire les préjugés implicites et permettre aux individus de réfléchir, d’exercer et de soutenir les droits des autres. GAMINCLUSIVE intégrera les recherches et les applications à une approche basée sur la théorie ancrée. Le projet effectuera une analyse quantitative et qualitative des résultats empiriques du matériel pédagogique ludique conçu, des prototypes et de l’application d’apprentissage en ligne avec des tests d’utilisateurs et des expériences contrôlées.
Objectif
"GamInclusive proposes a framework to guide professionals and enthusiasts in designing gameful Equity, Diversity and Inclusion (EDI) educational approaches that promote cognitive, behavioural, and attitudinal learning to mitigate implicit bias and empower individuals in reflecting, exercising and upholding each others’ rights. It aims to address the intersection between gameful approaches and EDI education and training areas, which is yet to mature on theoretical, empirical and practical levels, by: G1) systematically integrating research and applications while consolidating this interdisciplinary subject with ground theory; G2) quantitative and qualitatively analyse empirical outcomes of the designed gameful instructional materials, prototypes and web learning application with user testing and controlled experiment by comparing the interaction, pre/post-test and survey responses; and G3) defining a practical framework for gameful EDI educational strategies that raises awareness about social issues and engages behavioural and attitudinal changes, by triangulating theoretical and empirical evidence. The host institution and my skill sets are highly complementary and suit the needs of this ground-breaking research, in which I will transfer my software development knowledge (especially in gamified education settings), and the Tampere University will provide the experience on humanities, psychology, and sustainability. The innovative and career-building aspect of GamInclusive is a novel combination of humanities, psychology, education, and gameful technologies towards the betterment of social sustainability issues, as those from 2030 Sustainable Development Goals (e.g. #5: Gender equality, #10: Reduced inequalities, and #16: Peace, justice and strong institutions). Tackling inequalities and discrimination issues, GamInclusive potential for social change attracts the interest of academia, industries, NGO fighting discrimination and overall society."
Champ scientifique
- social sciencespolitical sciencespolitical policiescivil societynongovernmental organizations
- natural sciencescomputer and information sciencessoftwaresoftware development
- social sciencessociologysocial issuessocial inequalities
- social sciencespsychology
- social sciencessociologygender studiesgender equality
Programme(s)
Régime de financement
MSCA-IF-EF-ST - Standard EFCoordinateur
33100 Tampere
Finlande