Digital Gamification during Covid19

An innovative project that integrates gamification and digital tools in order to address the needs of people during Covid19

Digital Gamification during Covid19 promotes gamification and digital tools during a pandemic in order to increase Entrepreneurship skills and also promote active citizenship in Europe. These 2 have been hit hard in the last 7 months and it seems it is going to continue for a while, and in order to restore it to the normal levels we will develop with your help a boardgame both physical and in an online version.

We need a diverse range of partners in order to attain this objective, and also we plan in the future to transpose the project in other fields: school, VET, academic.

If you are interested in this project please fill this very short form in order to discover you and your organisation: https://docs.google.com/forms/d/e/1FAIpQLSe9xLOe-0m-SFUiSS8Hy5aBweQMBaQ60USwnOoGee8ew86c7Q/viewform

PRIORITY TO MUTUAL PARTNERSHIP!

We'll contact only selected partners.

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Project overview

Digital Gamification during Covid19 is a project by
SCOUT Society
taking place
from 2021-03-01 till 2023-03-01
This project relates to:
Strategic Partnerships
and is focusing on:
  • Democracy/Active citizenship
  • Entrepreneurship
  • European citizenship
  • Innovation
  • Intercultural dialogue
  • Leadership
  • Non-formal learning

Short URL to this project:

http://otlas-project.salto-youth.net/12871

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