A Case Study on Gaming Implementation for Social Inclusion and Civic Participation

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Information and Software Technologies (ICIST 2022)

Abstract

The aim of the paper is to present the processes of the game implementation and design. Nowadays technologies could play an active role in promoting social inclusion and equal participation by providing people with interactive experiences on these subjects. Paper authors are develo** a game that will engage learners and motivate them to learn from simulated experience-enhancing critical reflection on social and political circumstances, build skills and stimulate interest for collective action. The paper presents a case study on gaming implementation in practice.

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Acknowledgement

This project was undertaken with the support of the Erasmus+ Programme of the European Union in its Key Action 3: “Social inclusion and common values: the contribution in the field of education and training. Project INGAME - Gaming for Social Inclusion and Civic Participation – A holistic approach for a cultural shift in education and policy (Reference number 612166-ES-EPPKA3-IPI-SOC-IN) (https://ingame.erasmus.site/lt/results-2/#). The European Commission’s support for the production of this publication does not constitute an endorsement of the contents, which reflect the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

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Correspondence to Daina Gudoniene .

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Afxentiou, A. et al. (2022). A Case Study on Gaming Implementation for Social Inclusion and Civic Participation. In: Lopata, A., Gudonienė, D., Butkienė, R. (eds) Information and Software Technologies. ICIST 2022. Communications in Computer and Information Science, vol 1665. Springer, Cham. https://doi.org/10.1007/978-3-031-16302-9_25

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  • DOI: https://doi.org/10.1007/978-3-031-16302-9_25

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-16301-2

  • Online ISBN: 978-3-031-16302-9

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