OBJECTIVES

The GIRLS project has been proposed as a game about innovation, resilience, leadership, the sustainable development goals (SDGs) and sustainability. It is divided into 4 phases: the board, the rules of the game, the game, and Game over!

The game begins by drawing the roadmap, defining the setting and the instruction manual, 17 squares are covered, one for each SDG, and new sources of inspiration are sought. The winner’s prize will be to share the experience and disseminate the results.

This GIRLS project is presented to promote several important aspects in Europe such as inclusion and diversity, equality, digital transformation, and the SDGs.

Currently, many teachers use innovative active methodologies in classes to motivate and engage students in their own learning, but this is not the case in higher education, where it is not so common to change the classic system of lectures. The GIRLS project promotes the use of active methodologies in higher education and engage more teachers to use them.

This proposal goal is to teach how to play by playing; that is, we are going to focus on 4 methodologies: research-based learning, game-based learning, competency-based learning and service-learning, which will be used in different activities all over the project.

OBJECTIVES

The GIRLS project is presented to promote several important aspects in Europe such as inclusion and diversity, equality, digital transformation and the sustainable development goals (SDG).

We propose the project «GIRLS – Generation for innovation, resilience, leadership and sustainability. The game is on!» as a game, since we start from the assumption that the best way to learn is by «doing», in this case by «playing».

Currently, many teachers use innovative active methodologies in their classes to motivate and engage students in their own learning, but this is not the case in higher education, where it is not so common to change the classic system of lectures. The GIRLS project promotes the use of active methodologies in higher education.

We propose to teach how to play by playing; that is, we are focused on 4 methodologies: research-based learning, game-based learning, competency-based learning, and service-learning. The entire project is organized like a game with work packages ranging from «The Board» to «Game over!» going through «The rules of the game» and «The game».

The approach of the GIRLS project represents an interesting challenge in the Erasmus+ program, and with the proposed activities we want to support, through lifelong learning, the educational, professional and personal development of people in the fields of education, training and youth, within Europe and outside, thus contributing to sustainable growth, quality employment and social cohesion, in addition to promoting innovation and strengthening European identity and active citizenship.

OB1

Train in digital skills and innovative pedagogies.

OB2

Bring the university closer to society.

OB3

Promote sustainable development in higher education.

OB4

Promote transformation and individual change in organizations, promoting improvements, new approaches and institutional changes.

THE RESULTS WE WANT TO OBTAIN ARE

  • Teachers training in digital skills and active pedagogies.
  • Promote the university approach to society. This is directly related to SDG 17, since alliances and action networks will be created, to implement the 2030 Agenda. Teachers, students and organizations will collaborate closely in students (and teachers) learning process, which is transformed in community service.
  • Integrate the SDGs in higher education, activities will be proposed, and resources will be provided to make this possible in different disciplines.
  • Promote innovation, resilience, leadership and sustainability starting individually and reach institutions and governments. It also seeks to promote real gender equality; that is to say, not with activities that have the title of equality but integrating this equality in all the activities that are developed in the project.