Numeric[All]
Gamified museum methodologies towards the acquisition of numeracy, literacy and transversal skills for illiterate adults
Erasmus+ KA2 – Cooperation partnerships in adult education
2021-1-CY01-KA220-ADU-000035154
02/2022 - 02/2024 (24 months)
208.933,00 €
Cyprus, Belgium, Spain, Greece, Portugal
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Numeric[All]
The main priority of the project ‘Numeric[All]’ is to improve and extend the supply of high-quality learning opportunities tailored to the needs of low-skilled individuals through the development of gamified, non-formal mathematical tools, consisted of components of a mobile museum, with the ultimate aim to cultivate and bolster the basic educational and professional skills of illiterate adult learners. This project is seeking to address adults’ deficiencies in key competences by providing adult trainers and lifelong learning centres with the necessary technical knowledge and skills of 3D Modelling to create a gamified mobile museum and pedagogical materials for its implementation.
Objectives of the project
The general objectives of Numeric[All] project are to:
- Develop a culture of acquisition of key competences and innovation among illiterate adults
- Provide an innovative gamified, non-format mathematical model, with theoretical and practical methods that will motivate adult trainers in NGOs to commit in lifelong learning
- Strengthen cooperation and exchange of information and good practices between different areas of Europe
- Support the development of the EU as a knowledge based society
- Support the creation of relevant e-learning content for teaching and learning in local languages and simultaneously to support the processes for curriculum integration and assessment, by making the e-learning content available under open licensing
Expected Results
The tangible results of the project are the following:
PR1: The Numeric[All] Methodological Guide
PR2: The Gamified Mobile Museum for Illiterate Adults
PR3: STEM module on 3D Modelling along with a DIY creation kit
PR4: The Numeric[All] E-Book
Project Activities
The project is organized in activities, result creation and multiplier events. Each activity is led by one partner, according to its proven expertise. The Activities of the Project are the following:
A1. Project General Management and Coordination; Led by CIP
A2. Quality management, Research Validity and Evaluation of Content; Led by MMACA
A3. ICTs and Innovation Management; Led by Ludus
A4. Dissemination, Exploitation and Sustainability; Led by Logopsycom
A5. Management of Events/Training Activities; Led by AKMI.