BIG Newsletter #3 (EN)
Third newsletter of the BIG Erasmus+ project.
Difficulty to access environments, such as in neighbourhoods, public spaces and the social and commercial infrastructure, is a major risk for social exclusion. Especially persons with physical, mental or social restraints are often overlooked by people who design these environments. Also, people in particular temporary circumstances, such as pregnancy or having a child in a buggy may experience issues.
The game addresses diverse target groups, among others:
– Professionals in municipalities and welfare organisations committed to urban development and social inclusion;
– Volunteers in social associations, initiatives and Seniors Councils acting for the interests of persons in need of healthy, smart and age-friendly environments;
– Private persons like students, informal carers and persons in need of adequate environments themselves.
Smart, healthy and age-friendly built environments suited for these target groups include living spaces which are safe and comfortable, the possibility to leave, move around and return to one’s building without barriers, to access to health and social services and opportunities to actively participate in community life. The ambition of the game goes beyond accessible design only.
The project BIG educational game was a European Erasmus+ project that focused on the social inclusion of people. The project started in November 2020 and ended in December 2022.
We developed a two-dimensional virtual game. The player can meet and solve challenges of characters in the game, such as inaccessible housing for a wheelchair, loading goods in a car while taking care of a child or visiting a restaurant with bad eyesight.
We also developed a workshop methodology and trainer to use the game in workshops.
The game is publicly available, free of charge and as Open Educational Resource, on the project’s e-learning together with all necessary guidelines, instructions, related materials and further information.
A playful learning experience.
Co-produced by persons with own experiences in the lack of healthy, age-friendly environments.
Five characters with different kinds of impairments or other circumstances, such as a person with mobility problems, with dementia, pregnancy, social isolation and a person with a young child. The characters can be found in five different locations, which may be for example: apartment, supermarket with a restaurant in the same space, bus stop, playground in the park and health and social care centre.
Each character faces some challenging situations.
In order to assist the character in solving the challenges, the player has to fulfil tasks such as answering questions, playing a quiz or moving items.
The character provides feedback to the player and awards him/her accordingly.
The fun to play and the wish to solve levels to achieve an overall expert certificate will attract the player to continue and finalise the game.
Developed in English and translated into Dutch, German, Polish and Portuguese:
To increase the impact of the learning, the game can be played in workshops with guidance of trainers or coaches.
With instructions on
how to make use of the game.
A Multiplier Event took place in Warsaw on the 17th of Dec. to promote the results of the BIG Game.
AFEdemy organised a workshop in Vledder (Drenthe) to present and discuss the BIG-game.
The BIG Game was played by students of the Hague University of Applied sciences.
BIG offered Foundation Mimo Wieku, led by Agnieszka Ciesla, Poland, a brilliant opportunity.
SHINE, AFEdemy and the Nursing School of Coimbra organised the conference on November 8th and 9th.
BIG’s consortium was together to define the last steps and the future of the project.
BIG-partner SHINE 2Europe tells why they joined the BIG partnership and what they've learned so far.
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.