The project
The main priority of the project ‘Numeric[All]’ is to improve and extend the supply of high-quality learning opportunities tailored to the needs of low-skilled individuals through the development of gamified, non-formal mathematical tools, consisting of components of a mobile museum, with the ultimate aim to cultivate and bolster the basic educational and professional skills of adult learners with low proficiency in basic education competences.
Recognizing the importance of attaining key competences and basic skills to sustain current standards of living, support high rates of employment and foster social cohesion, the EU has introduced in 2018 a framework of 8 key competences for lifelong learning such as literacy, numeracy and digital competences among others.
This project is seeking to address adults’ deficiencies in key competences by providing adult trainers and lifelong learning centres with the necessary technical knowledge and skills of 3D Modelling to create a gamified mobile museum and pedagogical materials for its implementation. In this light, a holistic approach is offered to bridge the basic competences gap, foster positive change and support the integration of low-skilled individuals into society and the labour market.
The intention of this project is reflected in its name, as basic education competences can be attainable for all.
The resources developed for this project take into account characteristics and traits of specific groups to offer an inclusive, meaningful and playful experience to the learners.
The following resources will be provided to the target groups under Open Licensing:
– A methodological guide for lifelong learning educators on the state of the art adults’ key competences
– The gamified mobile museum for illiterate adults, which includes 16 blueprints and guidelines for tailor-made hands-on exhibits, rooted in non-formal mathematical tools and gamified processes
– A 20-hour module on 3D Modelling accompanied by a Non-Formal Laboratory Manual for the delivery of the module and a DIY creation kit for the design and assembling of 16 interactive exhibits
– An E-book dedicated to the adequate exploitation of the interactive exhibits by including worksheets on pedagogical processes, lesson plans on the use of gamified museums in a broader educational context, and 4-5 minute videos on the materialisation of the lesson plan procedure