RE-PEER: Peer-to-peer digital environmental and practical learning web app for techwaste reduction
▶Summary
RE-PEER project focused on – equipping with new and needed environmental digital competences for adults in terms of digital competencies to improve their self-efficacy and actively fight climate c...
▶Objectives
To concretely empower adults & adult educators in their everyday life, RE-PEER wanted to: 1) Develop a theoretical and practical framework of digital environmental learning/teaching for adult centres, defining the main pedagogical competencies for adult educators and the main circular economy competencies applied at tech waste correct management based on REUSE, REDUCE, RECYCLE. 2) Unify adult educators methodologies and training guidelines/materials for effective digital/environmental adult education and set up the main strategy lines to transform adult education centres as “repair cafés”. 3) Make simple and at-hand training material for adult learners in reusing, reducing, recycling techwaste and to raise awareness of the WEEE problem orienteering them in everyday scenarios involving technology. 4) Introduce a gamified pedagogical web app focused on everyday scenarios to trigger the interest of adults and make them acquainted with the concepts of circular economy competencies by testing and learning on everyday scenarios.
▶Activities
RE-PEER implemented following activities: 1) Framework and methodology for circular economy for adult educators and adults. - Engaged adults and adult educators to the definition of the different contexts related to reuse, reduce & recycle applied on techwaste by defining the most important everyday contexts for adults, the status of digital environmental competencies, the current European directives, and how to practically tackle environmentally unsustainable behaviours. - Did definition of methodological aspects for adult educators through 2) A methodology for the sustainable transformation of adult centres and training tools for adult educators was developed. C1 training of trainers/adult educators (SL). 3) Created online training material for adult learners C2 training of adults as interactive laboratory for adults to discuss and experiment recycling/repair/reuse scenarios (BG). 4) A web-app on gamifying the recycling/repairing/reusing scenarios on techwaste was developed. - Project Management Plan was done - guidelines on project management, time & resources allocation, etc. - Dissemination, Exploitation & Sustainability Plan was developed: to outline and set an action plan for all the envisioned dissemination activities of the project, while it will also outline specific guidelines on how to secure the sustainability of the project after it completion. - Risk & Quality assurance plan have been developed. - The partnership have had 3 TPM Meetings (SE, NL, ES) and 7 Online Meetings.
▶Impact
R1: circular economy & digital education framework for adult educators and adults A theoretical and practical framework of digital environmental learning/teaching, were we took into account informal and non-formal aspects of education, both for adult learners & educators. As basic framework, we used a three-tier framework derived from the main concept of circular economy, namely: a) REDUCE [Competences to minimise the use of products and materials maintaining as long as possible]; b) REUSE [Competences to keep products and materials at their highest utility]; c) RECYCLE [Competences to use a product again (when it reaches the end of its life) creating further value]. Our challenge will be to frame it with the Digital European Framework (DigComp 2.1) related to tech product proper usage and management. R2. Methodology pack – Training for Trainers materials and guidelines for sustainable adult centres as “repair cafés”. This is a tool box for trainers to improve adult education practices in environmental education through blended learning activities. R2 also has the methodology for adult educational centres to deploy strategies and tips to improve their techwaste management procedures and to set up “repair cafés” corners and engage adults in techwaste reduce, reuse, recycle (RRR) habits. R3: Online training material (with videos) for adult learners to raise awareness of techwaste and train them in RRR competencies. The result is divided in 3 areas: REDUCE, REUSE & RECYCLE, focusing the training pattern both on everyday practices & on digital education with reference to the specific outcomes of the participatory part foreseen in R1 (as examples, fixing, repairing, tutorials on the correct usage of everyday digital tools, orienteering on item recycling etc.). R4: Pedagogical quest-based web app to gamify circular economy scenarios (recycling, tech waste treatment, fixing simulations etc.) and integrated them with the training material developed within R2/R3. Basically, the web app contain different gamified scenarios based on the 3 layers of circular economy. In this way, per each scenario, adults can interact and adult educators can have an innovative tool to support their digital training.