Erasmus+ Project

  XPLORE is an Erasmus KA220 project approved in August 2023, involving partners from Italy, BulgariaGreece and Romania.

This initiative focuses on reshaping educational orientation and career guidance with a significant digital component to support students at risk of dropping out. Our project combines innovative, inclusive and gamified approaches to reduce dropout rates and foster inclusive guidance, particularly for students. The project builds upon the successful ITER project and its CO-MENT method, which leverages self-assessment and mentorship tools in guiding at-risk students toward meaningful educational and career paths.





The XPLORE project stems from three basic pillars. These pillars contemplate the current evolutionary context dictated by Europe with reference to the strengthening of school education (secondary and primary), the context of the potential countries involved with particular reference to school drop-out (dispersion) and the sustainability of virtuous projects already implemented by the partnership that are highly transferable and adaptable to the school context.

The theoretical model on which the project is based is strongly oriented toward curbing school drop out. This is through the involvement in experimentation especially of students at risk of dropping out.

 The planned methodologies and areas explored by the digital tool (CO-MENT Game) used by teachers will be designed to be highly flexible and suitable for any target audience. The Digital Game, the central tool of the project,  will allow the student to perceive the activity as familiar, close, inclusive and therefore not foreign to the concept of self. Addressing digital transformation through development of digital readiness, resilience and capacity

The project aims to create awareness with respect to digital readiness and convey technological transformation in the field of vocational guidance through two specific elements:

Gamification has long been a central dimension in the area of digitization and ensures high levels of engagement. The gamified Self-assessment, conveyed first to teachers as part of the toolkit and then to students as an assessment tool, ensures automation of the process, the possibility of repeating the assessment over time and transformation of the process. The Game's methodologies include the integrated use of Digital Our platform represents an educational technology system, which will host digital resources to support the guidance and orientation process for teachers. In this sense, the project conveys new tools useful for the administration of digital toolkits and the experimentation of an innovative virtual environment.

The intent of the project is to provide teachers with new skills and practical tools to rethink and redesign one of the main educational modes in order to make students understand their talents and vocation guidance. In this direction, new skills and solutions, analog and digital, will be provided for the construction of methods and approaches to ensure a continuous, repeated over time, valid, digital and inclusive orientation process.






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