
Title: Game On
Number: 2025-1-PT01-KA210-ADU-000349958
Dates: 01/09/2025- 30/11/2026
Main Aim: To promote inclusion and diversity in adult education through playful learning. By using games, even complex and serious topics become more engaging and accessible. Games serve as creative tools to overcome educational barriers and enhance learning for adults, especially those with fewer opportunities.
Objectives:
1. To enhance collaboration between 12 adult education professionals from 3 different countries.
2. To create 6 new games for adult learners and adult educators.
3. To create a digital toolkit dedicated to storing and sharing innovative and creative
games for adult learning while making this form of learning more accessible.
4. To reach at least 30 people from target groups that are not directly involved in project activities.
Activities:
1. Kick-off meeting in Portugal - sharing responsibilities, deciding the structure and
content of the learning/teaching platform, setting the deadlines.
2. A learning/teaching platform’s creation, creating new games and activities.
3. Midterm meeting ONLINE.
4. International educational 5-days long workshop for adults and adult educators in Sint Maarten (Dutch Part) – each partner will be presenting 3 Best Practices, testing one new game of each partner locally, so like this educational workshops will be organized for adults.
5. Online platform with all games development.
6. The final meeting in Lithuania - evaluating the learning/teaching platform, project
results, and outcomes, discussing the dissemination activities during and after the
project period. Lead by an interactive multiplier event for 30 people from target
groups.
Results:
1. Strengthened collaboration and best practice sharing among 6 adult education
professionals through an international workshop in Sint Maarten.
2. Increased awareness of game-based learning through a digital platform featuring 6 new educational games on social inclusion (Lithuania), environmental education
(Netherlands), and personal & professional development (Portugal).
3. Boosted adult learner engagement, motivation, and knowledge retention through
playful methods.
4. Engaged 30 additional participants through a final multiplier event.