2016 logo learninggames v1Are the formal learning environments in Europe today in correspondence with the needs and expectations of adult learners? Gaining knowledge and skills as an adult learner has become more than a mechanical instructional process it once was. Adult education differs profoundly from the education process in the early stages of life. The modern conception of adult education is to give tools to unfold the learner’s own potential considering the acquired know-how in any particular field, his competences and his abilities.

Against this background it is fair to ask: Is adult education supporting the expectations of learners such as his personal approach to knowledge or his increasingly strong need of belonging to a community that he can identify with? Is this process of learning for him enjoyable and gratifying?  

Taking all these factors into account we have brought together a consortium of partners to research in an area that, for a long time, has been neglected in the education as a whole and particularly in adult education: learning games. By learning games we understand those games that are specifically designed to support the learning process either by adapting existing archaic game structures or devising new forms. Since we are focusing specifically on the learner we will concentrate on so called “live” games. ITC games will only be considered if they are relevant to the learning objectives (e.g. to learn computer skills).

The partnership of the project “LearningGames” will look for answers to the needs of trainers, educators and facilitators in the area of adult education, lifelong learning and vocational training. By submitting learning games to a process of monitoring, evaluating and assessing we will search for the relevant aspects of games and playing, that have a significant role in facilitating the communication and integration on a social level, in creating bridges to other fields of interest, in crossing language and cultural barriers, in overcoming stereotypes and in  providing the learner with a new insight and confidence in his cognitive potential.

“LearningGames” will negotiate the idea of integrating games in formal and non-formal training structures proposing and discussing standards, outputs and evaluations supported by research and analyses that can be validated on a European level.

The application of “LearningGames” will be submitted as an project of the Erasmus+ programme of the European Union as a KA2 Strategic Partnership Project Exchange of Good Practices.