The eCrisis case study looks into game-based inclusive education practices which can empower students and school communities in times of crisis by fostering the development of skills in conflict resolution, creative thinking, and reflective debate.
In the last decade, Europe has witnessed serious societal challenges and conflicts which occur as emergent by-products of economic recession, social structure instabilities, and most recently, the refugee crisis. An increasing number of citizens in Europe are still nowadays culturally, socially, and educationally excluded.
The eCrisis case study gets participants to explore an innovative game-based solution for the teaching and learning of crucial 21st century skills in conflict resolution, creative thinking and reflective debate, which aspires to help children and teenagers develop into responsible citizens and creative solvers of the unprecedented everyday real-life problems arising in the context of the multiple crises that Europe and its school communities are faced with.
The content of the case study aims to inspire participants to become creative practitioners in their professional settings, by designing playful inclusive learning activities built around the use of the eCrisis games, Village Voices and Iconoscope.
Village Voices is a multiplayer open world game taking place in an imaginary village, which is designed to be played in a classroom under teacher supervision. On the surface, the game is about survival and prosperity in the village. On closer inspection, however, the game is about friendship and reputation management in the village, and mastery of conflict resolution.
Iconoscope gets students to play with visual creativity and ambiguity, inviting them to represent a given concept through an image that they will create using simple shapes and colour. The challenge is that it should not be too obvious what their creation represents, inviting the others to guess. Players show their visual creations to each other, vote stating which of three initial concepts they 'see' in each creation, and get their scores.
The eCrisis case study is based on the activities and outcomes of the eCrisis project.
Play-Create-Learn Summer Academy 2018