Be Well and Green when Digital
Funded under
Erasmus+
Duration
01/11/2021 – 31/10/2023
Budget
€ 139 005
Website

The ambition of BeWEEN Project

The goal of the BeWEEN project is to enhance Digital Education Readiness by building capacity in “healthier and more responsible use of digital technology”. When Digital Safety is discussed by policy makers or schools, the conversation is dominated by cybersecurity issues. The notion of “safety in a digital world” however also encompasses our personal health and the health of our planet. Our BeWEEN project helped teachers and students realise this and developed Competences in “Protecting health and well-being” and “Protecting the environment” Competences. These are two competences that are included in the EU Digital Competence Framework (DigComp), but are under-addressed in curricula.

Future Needs’ role in BeWEEN

In the BeWeen project, Future Needs were responsible for the development of the Training programme material which piloted among High School Teachers, enhancing their Digital Education Readiness. Future Needs also led the development of the BeWEEN Mobile Game which were promoted to and piloted by youth learners aged 13-21 in 4 European countries.

With this project, BeWEEN partners achieved:

 

Improved the level of key digital competences and skills of High School Teachers and students in Europe and beyond

Impacted EU policies concerning the safe and responsible use of digital technology;

Conducted workshops

Promoted and strengthened the European lifelong learning area, by contributing to the dissemination, multiplication and replication of this new Training material that is available in English, Greek, German, Croatian.

Developed BeWeen Mobile Game that was piloted in 4 countries

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What is the BeWeen
Mobile Game?

BeWeen Mobile Game is an engaging gaming experience that educates while entertaining with over 40 different questions and applied challenges. Through the informative content, the app fostered a positive relationship with digital devices and encouraged responsible usage.

 

Designed and developed by Future Needs, the mobile game was available on the app store and received a great amount of positive feedback.

beween2

Project Approach and Implementation

BeWEEN adopted a bottom-up approach, involving High School Teachers and students in a comprehensive process covering the components of research and analysis, piloting and evaluation and exploitation & policy making. During the 24 months of the project’s implementation, partners, participants and potential end-users went into a challenging journey that started with the research of the current needs for the development of competences and mindsets along with the collection of relevant good practices from all over Europe. The findings from this procedure were used as the basis for the development of the relevant training curriculum for the digital competences of the teachers and its development and piloting. Practice-related activities were jointly promoted and supported by piloting actions, enabling participating high schools and educational institutions to exploit the full potential of the BeWEEN project’s results and outputs. 

What are the project’s goals?

BeWEEN project’s immediate impact goals are:

 

  • 50 High School Teachers and 50 youth learners to participate in the field research;
  • At least 30 teaching resources to be developed and translated in English;
  • Over 75 High School Teachers to attend online the BeWEEN Training Programme;
  • The BeWEEN Mobile Game to reach over 750 downloads.

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