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Project number: 2014-1ES01-KA201-003392_5

Through the Europe 2020 strategy, the European Union plans to support young people better and to enable them to fully develop their talents to their own as well as to their economy's and society's benefit.
One of the main obstacles to the full achievement of this ambitious objective is the persistent high rate of youngsters leaving school before having completed their compulsory learning pathway and before having achieved a certification that guarantee to them to be competitive within the job market.
In the “Tackling early school leaving: A key contribution to the Europe 2020 Agenda” document a close connection between early school leaving and unemployment has been highlighted and declared “In 2009, 52% of early school leavers in the EU were unemployed or outside the labour market. Even when they are in work, they earn less, tend to be in more precarious jobs, and are more often dependent on social assistance. They participate less in lifelong learning and thus re-training. Their educational disadvantage can create a growing handicap for them.
Teachers could enhance pupils’ motivation to learn and to stay at school through using videogames as teaching and learning tools for promoting students interest and active participation to school activities.
The project parters think that game-based learning supports modern learning theories. In games learners participate and experiment in secure virtual environments (Activity Theory), learners experience different situations (Situated Learning), and learners learn through direct experiences based on their interactions in the game.
(Experiential Learning) (Tang et al., 2012).There are different ways to include games in teaching or training:
• Integration of a ready-made videogame into the didactical design.
• Adaption of a ready-made videogame in order to add elements, or contents that will support the desired learning processes.
• Design of a videogame and integration of this developed game into the teaching practice.
• Support learners to design a videogame that facilitates the desired learning processes to reach learning objectives.

Classroom games grant students a break from learning a given subject the way they're used to, introducing fun methods to strengthen and further their understanding of the subject.
Games provide a variety of ways to impart knowledge through creative, interactive and interesting activities. Classroom games can either help teach students a specific subject or help develop important skills essential to life and learning like teamwork and critical thinking.
The project partners have identify 4 main needs:
- better comprehension and knowledge of the most innovative softwares and technical solutions available onto the market to be used for developing educational contents.
- identify and evaluate the Videogames available onto the market with an educational and training potential.
- Need of teachers to acquire the skills to make full use of advanced interactive and multimedia solutions for educational purposes.
- Need of teacher to find new ways for motivating students using the tools that students use everyday.

To answer to these 4 main needs the 'Multimedia Games for inclusion' project intends to create a synergic effort among Euroepan Schools to explore how a correct and effective use of multimedia games can ensure the students inclusion.
The aim of 'Multimedia games for inclusion" project is to is to promote the application of innovative strategies and solutions to education, making an effective use of videogames as teaching and learning tools for promoting students interest and active participation to school activities and combating dropout.

The Specific Objectives of the Project will be:
• To bridge the gap the gap between traditional teaching and approaches and new communication techniques towards Young students and teachers making teachers able to deal with the new languages in use in order to promote and enhance the involvement of students into the educational systems.
• To provide teachers with the skills and tools to use innovative and interactive educational and training materials, based on the best technical solutions and contents availble onto the market.
• To explote Videogames and multimedia for making education and training contents and methodologies more attractive as based on the technologies that are widespread used by sutdents for entertainment and socialising.
• To enhance the participation to educational initiatives of groups at risk of exclusion by developing educational and training contents and approaches based on the universal language of Videogames and Multimedia, that are often one of the only interest of students.

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