GIRLS – Generation for INNOVATION, RESILIENCE, LEADERSHIP and SUSTAINABILITY

Cooperation partnerships in higher education KA220-HED

GIRLS – Generation for Innovation, Resilience, Leadership and Sustainability

2022-1-ES01-KA220-HED-000089166

PROJECT MOTIVATION

This GIRLS project is presented as a partners’ proposal to promote several important aspects in Europe such as inclusion and diversity, equality, digital transformation and the sustainable development goals (SDG).
As was detailed throughout the proposal, we have proposed the project “GIRLS – Generation for innovation, resilience, leadership and sustainability. The game is on!” as a game since we think 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 and engage more teachers to use them.
The way to make this possible is to teach how to play by playing; i.e., we are going to focus on 4 methodologies (more may be included throughout the project): research-based learning (RBL), game-based learning (GBL), competency-based learning (CBL) and learning-service (LS), which will be used in different activities. For example, the entire project is organized as a game with work packages ranging from «the board» to «Game over!» going through «The rules of the game» and «The Game».

WHAT MAKES OUR PROPOSAL INNOVATIVE?

The first innovative aspect of the GIRLS project is that the project has been defined as a game, in which the work packages are specified by game elements: board, rules of the game, playing the game, and game over! The consortium that participates in this proposal wants to use active methodologies also in the design of all the activities that will be carried out during the project. In addition, this project will provide digital tools to higher education, from the approach of learning by doing. Each of the tools used will be duly documented and the necessary material will be provided to promote its use.
Another new aspect is the inclusion of anon-European entity from an associated country. The participation of the Vasco de Quiroga University of Morelia in Mexico will allow working on social, digital and educational innovation aspects, in a different environment. Additionally, this partner has experience working for the community. In Mexico they have established what they call internships, a year of social services that graduate students must give for community service. In this way they give to society what it has given them in the form of free university studies. The inclusion of this partner brings added value to the project, since university students and teachers will be able to learn from the service-learning projects and projects related to the SDGs that are being developed and with new ones that will be proposed from a different perspective than the European one, since these communities present a reality that does not exist in Europe.
Finally, it is worth mentioning that the central part of the project is the goals of sustainable development and women. A specific objective is not established for these aspects since their use will be transversal and will be the background of the entire project.

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.
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.

HOW TO PARTICIPATE/OPEN CALLS:

You can be involved in:
Define the game pieces: 17 elevator pitch (videos) about the SDG.
❍ ❍ Goal 12: Responsible consumption and production / SDG 12 is to: „Ensure sustainable consumption and production patterns.”


❍ ❍ Goal 14: Life below water / SDG 14 is to: „Conserve and sustainably use the oceans, seas and marine resources for sustainable development.”

❍ ❍ Goal 17: Partnerships for the Goals / SDG 17 is to: „Revitalize the global partnership for sustainable development”


Local service-learning project.
Mobility to Universidad Vasco de Quiroga (UVAQ), Morelia, Michoacán, Mexic.
Member of the Organizing Committee of the Conference that will take place in UTCB, Bucharest, Romania in the spring of 2025.
More details here.

CONTACTS:

Project manager: D-ul Ion MIERLUS-MAZILU ion.mierlusmazilu@utcb.ro

DISCLAIMER:

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.