H2020Individual fellowship2022–2024

GAMINCLUSIVE · Gameful approaches for Equity, Diversity and Inclusion education

Horizon 2020 — Marie Skłodowska-Curie Actions

Duration
2022-09-01 → 2024-08-31
EU contribution
€190,681
Participants
1
Scheme
MSCA-IF

Lines connect the coordinator with its partners.

Results in brief

Gameful approaches for Equity, Diversity and Inclusion education

The variety in people’s demographics, beliefs, experiences, and preferences (e.g., gender, ethnicity, race, religion, socio-economic situation, sexual orientation) contributes to improving many aspects of our society. The benefits of this ​diversity of representations, models, and heuristics include more efficient problem-solving approaches, accurate forecasts, and creative ideas; broader and deeper evaluations; and better discerning about the facts; while outperforming homogeneous teams in several situations. Despite the advantages, ​inclusive practices that recognize and value personal differences to the detriment of inequalities and discrimination are still an ongoing public need. Education can and must play a significant role in tackling these systemic issues by empowering individuals with the needed knowledge, skills, and attitudes to reflect and change their own actions. Equity, Diversity, and Inclusion (EDI) education integrates prevention and response to discrimination incidents through the mitigation of implicit biases, raising awareness of behaviours that might have inequitable effects and emphasising policies to investigate prejudice. GamInclusive proposes a framework to guide professionals and enthusiasts in designing gameful EDI educational approaches that promote cognitive, behavioural, and attitudinal learning to mitigate implicit bias and empower individuals in reflecting, exercising, and upholding each others’ rights, by: - Integrating theories, design methodologies, and existing outcomes of gameful design and EDI educational approaches through a systematic review of the literature and applications to consolidate the union of these topics; - Quantitative and qualitatively ​analyzing empirical results of a gameful EDI educational system within University settings by designing, developing, and evaluating EDI instructional materials, interactive prototypes, and a gameful web application; - Defining a framework to design gameful EDI educational strategies that cognitively raises awareness about social issues and engages individuals with behavioural and attitudinal changes, based on theoretical​ and empirical evidence.

Data: CORDIS, © European Union

Project objective

GamInclusive proposes a framework to guide professionals and enthusiasts in designing gameful Equity, Diversity and Inclusion (EDI) educational approaches that promote cognitive, behavioural, and attitudinal learning to mitigate implicit bias and empower individuals in reflecting, exercising and upholding each others’ rights. It aims to address the intersection between gameful approaches and EDI education and training areas, which is yet to mature on theoretical, empirical and practical levels, by: G1) systematically integrating research and applications while consolidating this interdisciplinary subject with ground theory; G2) quantitative and qualitatively analyse empirical outcomes of the designed gameful instructional materials, prototypes and web learning application with user testing and controlled experiment by comparing the interaction, pre/post-test and survey responses; and G3) defining a practical framework for gameful EDI educational strategies that raises awareness about social issues and engages behavioural and attitudinal changes, by triangulating theoretical and empirical evidence. The host institution and my skill sets are highly complementary and suit the needs of this ground-breaking research, in which I will transfer my software development knowledge (especially in gamified education settings), and the Tampere University will provide the experience on humanities, psychology, and sustainability. The innovative and career-building aspect of GamInclusive is a novel combination of humanities, psychology, education, and gameful technologies towards the betterment of social sustainability issues, as those from 2030 Sustainable Development Goals (e.g., #5: Gender equality, #10: Reduced inequalities, and #16: Peace, justice and strong institutions). Tackling inequalities and discrimination issues, GamInclusive potential for social change attracts the interest of academia, industries, NGO fighting discrimination and overall society.""

Original text from CORDIS.

Participants

  • TAMPEREEN KORKEAKOULUSAATIO SR · TampereCoordinatorFinland

Links

Data: CORDIS, © European Union