1 of 13

GEGAME - A videogame to use in schools to promote gender equality

2 of 13

Project information

Type of project

KA201 - Strategic Partnerships for school education

Reference

2020-1-HU01-KA201-078801

Duration of the project

3 of 13

Partners of the project

Budapesti Gépészeti SZC Öveges József Szakgimnáziuma és Szakközépiskolája (Aplicant)

Hungary

Dublin City University

Ireland

ATENEA Projects Lda.

Portugal

Colegiul National Fratii Buzesti

Romania

Project Management Association

Romania

Diputación Provincial De Pontevedra

Spain

IES Ribeira do Louro

Spain

Akdeniz University

Turkey

4 of 13

Main aim of the project

Contribute to prevent all different kinds of gender violence, victimisation and bullying from the root, contributing to remove the behaviours and attitudes that give rise to them.

5 of 13

General objectives of the project

Production of new and innovative ICT tools for developing a quality coexistence and fostering equality in the future lives among young students in secondary education

Creating an enabling environment in society at large, encompassing gender equality such as personal autonomy, recognition of the richness of gender diversity, understanding and affirmation of effective equality in women's and men's rights as well as the effective solution or management of conflicts on the basis of gender.

6 of 13

Target groups of the project

Students in secondary education between 14 and 16 years old.

Schools and teachers, when they face the education of the students in transversal subjects.

Society in general, because this tool means to fight against all different kinds of gender violence, victimisation and bullying from the root, promoting to remove the behaviours and attitudes that create them.

7 of 13

Outputs of the project

Intelectual Output 1:

Multimedia handbook

Intelectual Output 2: Videogame

8 of 13

IO1: Multimedia handbook

- TARJECT GROUP: students on secondary education

  • OBJECTIVE: changing values from early age and introducing behavior guidelines for those women suffering violence, victimization or bullying.
  • MAIN AIM: To influence in the perception of the role of women and men, proposing a more equal relation within a couple.
  • CHARACTERISTICS:
  • Besides introducing violence situations of different types and levels, will introduce ways of prevention and solving, empowering in this way the young women for being able of overcoming them, as well as, creating a strong base of knowledge and awareness regarding gender relations, that allow women in the future to react and take decisions when going through any kind of violence situation.

9 of 13

IO1: MH activities

Carry out a reseach on the most common gender violence, victimization and bullying situations presented currently in the gender relations in Europe

Development of the content for Multimedia Handbook

IT production of the Multimedia Handbook

Quality assurance of the multimedia handbook

Produce the Web site for the project

10 of 13

IO1: Proposal for structure of MH

The initially foreseen structure is:

  • Principles of gender equality.
  • Introduction to common gender violence, victimization and bullying situations.
  • New ways of violence situations using the new communication tools and means.
  • Best practices to promote and foster equality in gender relations.
  • Current trends in gender relations across Europe.
  • Solving violence, victimization and bullying in gender relations.

11 of 13

IO2: Videogame

- TARJECT GROUP: students on secondary education

  • OBJECTIVE: Highlight typical gender violence situations of different types and levels, change values and introduce behavior guidelines for those women suffering violence, victimization or bullying.
  • CHARACTERISTICS:

It will be based on a ROLE PLAY GAME that will include taking decisions in particular situations where the most common reaction and behavior won’t be often the most suitable and appropriate to fight and prevent gender violence, victimization and bullying.

12 of 13

IO2: Videogame activities

Development of the content for the multimedia game

IT production of the videogame

Produce a Guide for implementing the multimedia game in the schools

Testing implementation of the multimedia material (including handbook and guide)

Quality assessment of the Videogame

13 of 13