More than 4,000 employees of the Catalan public administration will attend the ‘Introduction to the Sustainable Development Goals’ course, with the aim of acquiring general knowledge about the 17 SDGs established by the UN, so that they can apply them in their day to day life, both in the professional and personal field.
In April around 170 students of the Governance and Inclusive Development Studies of the University of Amsterdam will play our SmileUrbo role-playing game. The purpose of the activity is to let the students, through the simulation, learn to represent and defend a specific role within a certain conflict.
One year after the Added value project started, we are beginning to see the first results of all our work. Thanks to the extensive network of schools connected to the organization leading the project (School with Class Foundation) 6,000 posters have been just sent to a total of 300 Polish schools.
Most (The bridge) is our latest creation: a cooperative board game in which players must jointly rebuild a settlement destroyed in the wake of a flood. During the game, they must cross the bridge, find the necessary materials to repair the damage suffered and get away in time from the storms.
Mathematics is still considered by many students as a difficult subject that is vaguely linked to reality, although, paradoxically, many believe that maths is necessary to solve problems, especially problems of everyday life.
We have started working on a project with which we want to transform the teaching of mathematics in European primary schools. Added value wants to reorient the way in which this subject has traditionally been taught, away from its more theoretical and abstract approach.
One of our last projects was requested by the United Cities and Local Governments (UCLG) who asked us to design a training methodology that could be used by the representants of local and regional governments to locate the Sustainable Development Goals (SDGs).
SmileUrbo has a manual specifically designed for trainers, which not only provides a solid knowledge base on the use of the game, but also the ability to adapt it for different thematic workshops that focus on the development of soft skills, as democracy, negotiation or sustainable development.
When we started to work on creating SmileUrbo back in 2013, we had no idea just how complex it would or how successful it would be. After 3 years of hard work, we’ve done the numbers, and it gives us great pleasure to share the facts and figures that define our educational game.
During March, we completed the Erasmus + project started in September 2014, in collaboration with the Polish foundation Innowatorium. The aim of the project was to promote the active participation of young people in democracy, through the game SmileUrbo.