Erasmus KA220 – ADU – Results

Erasmus+ Key Action 2 (KA2) supports partnerships for cooperation, including cooperative partnerships and small-scale partnerships.

This key action is intended to give rise to the development, transfer and/or implementation of innovative practices at organizational, local, regional, national or European levels.

LearnIng OpportuNities on Digital and Employability sKills for Young Adults with Behavioural and Cognitive Disabilities.

The results expected to be reached are tangible and intangible in nature.

The main tangible results are:

1. LINK Blended Adult Education Course on digital and employability skills with 5 learning Modules including Gamification and Game-based activities in 6 languages aimed at improving digital and employability skills of AwBCD.

2. LINK handbook on digital and gamified learning activities for adults with behavioural and cognitive disabilities aimed at supporting Adult Educators of AwBCD to use LINK Course.

Intangible results are intended to be achieved by adult educators (AE), AwBCD and partners. The list of these results can be consulted HERE.

LINK Course is organized into 5 Modules, tailored to address relevant skill development requirements for learners.

Its a modular blended adult education course on digital and employability skills, with 140 hours of face-to-face instruction and 80 hours of distance learning.

Digital pedagogy and gamification mechanics will be applied to both the classroom and the distance education offering new and more tailored ways of learning.

The five modules are currently published.

FOLLOW THIS LINK to access all content, documents and approach methodology, in the ENGLISH VERSION.

Discover the Module(s) that interest you most .

CLICK HERE TO DOWNLOAD THE PORTUGUESE VERSION.

Please contact us if you need any additional support or if you would like to provide suggestions.

The LINK manual is an integral part of the Erasmus+ KA220 ADU project, with the aim of facilitating digital and gamified learning for adults with behavioral and cognitive disorders.

Educators will find a wide variety of effective teaching strategies and materials in this context, enabling them to create engaging and personalized learning experiences that improve skills development and employability for the specific target group.

The manual includes four chapters:

1. Key principles of digital pedagogy and gamification. Benefits and risks of using
digital pedagogy and gamification with the target group.

2. Most used digital tools and platforms. Game mechanics and game-based digital applications.

3. LINK design approach to digital and gamified learning activities.

4. LINK case studies. Using digital pedagogy and gamification to train adults with cognitive and behavioral disabilities.

FOLLOW THIS LINK to access the manual in the ENGLISH VERSION.

CLICK HERE TO DOWNLOAD THE PORTUGUESE VERSION.

Please contact us if you need any additional support or would like to provide suggestions.

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