ProsocialLearn – Tackling social exclusion through the gamification

The project developed fun digital games for children to improve their social and emotional competences. By working together, teachers and game developers were able to create new learning opportunities for inclusive education. The project aimed to establish a new market for digital games designed to increase social inclusion and improve academic performance. Digital games can be tailored to teach the benefits of cooperation and the ability to identify and understand emotions. Using digital games as an educational tool can therefore help children appreciate teamwork and develop their emotional intelligence.
The games are targeted at children at risk of social exclusion who find it difficult to show empathy. They include hidden indicators that measure the development of children’s social and emotional competences.
ProsocialLearn also developed a platform for teachers to track their pupils’ progress and plan lessons incorporating the games.
Further reading
Additional information
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Evidence:N/A
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Funding source:European Funding
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Intervention level:IndividualTargetedUniversal
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Intervention intensity:Periodic
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Participating countries:FinlandGermanyGreeceItalyRomaniaSpainSwedenUnited Kingdom
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Target audience:Head Teacher / PrincipalStudent TeacherTeacherTeacher Educator
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Target audience ISCED:Early childhood education (ISCED 0)Primary education (ISCED 1)Lower secondary education (ISCED 2)Upper secondary education (ISCED 3)