D. Marocco, Elena Dell’Aquila, Maria Clelia Zurlo, Federica Vallone, M. Barajas, Frédérique Frossard, A. Ferdinando, R. D. Fuccio, Michiel Lippens, L. V. Praag, A. Protopsaltis, Christian Swertz, P. Arslan, A. Mazzucato
{"title":"Attain Cultural Integration through teachers’ Conflict Resolution skills Development: The ACCORD Project","authors":"D. Marocco, Elena Dell’Aquila, Maria Clelia Zurlo, Federica Vallone, M. Barajas, Frédérique Frossard, A. Ferdinando, R. D. Fuccio, Michiel Lippens, L. V. Praag, A. Protopsaltis, Christian Swertz, P. Arslan, A. Mazzucato","doi":"10.30557/qw000015","DOIUrl":null,"url":null,"abstract":"Scenario-based learning (SBL) has recently received more and more attention in the training and education fields as a mechanism for providing active and generative learning. E-learning systems can provide a solid platform upon which SBL can be created and used to promote relational competences development, and to offer open source e-learning tools so to overcome common lack of access to affordable training resources. Within this paper a project called ACCORD to develop a new e-learning system to promote intercultural \nskills in terms of intercultural literacy, inclusive education and conflict management will be described. This project aims to prepare secondary school teachers from five European countries (Austria, Belgium, Germany, Italy, Spain) to take an active stand against intercultural conflicts within the school context, by providing SBL and game-based learning approach. The present article will provide an overview of the ACCORD project, highlighting the theoretical framework underpinning its development, the methodologies that \nhave been used, and the main preliminary outcomes.","PeriodicalId":41384,"journal":{"name":"Qwerty","volume":"12 1","pages":"11-30"},"PeriodicalIF":0.4000,"publicationDate":"2019-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Qwerty","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.30557/qw000015","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 6
Abstract
Scenario-based learning (SBL) has recently received more and more attention in the training and education fields as a mechanism for providing active and generative learning. E-learning systems can provide a solid platform upon which SBL can be created and used to promote relational competences development, and to offer open source e-learning tools so to overcome common lack of access to affordable training resources. Within this paper a project called ACCORD to develop a new e-learning system to promote intercultural
skills in terms of intercultural literacy, inclusive education and conflict management will be described. This project aims to prepare secondary school teachers from five European countries (Austria, Belgium, Germany, Italy, Spain) to take an active stand against intercultural conflicts within the school context, by providing SBL and game-based learning approach. The present article will provide an overview of the ACCORD project, highlighting the theoretical framework underpinning its development, the methodologies that
have been used, and the main preliminary outcomes.
期刊介绍:
Qwerty is the commonly accepted name for the computer keyboard, comprising the first six letters of its top row. When typewriters were first introduced, the keys were arranged in alphabetical order. However this order meant that people typed too quickly such that the keys soon became entangled. To counter this, the keys were displayed in random order and typing speeds accordingly slowed down. In later years, despite the fact that the problem of speed had been completely overcome, the keyboard retained its random order. In our view, this represents an excellent metaphor for the entanglement of culture and technological tools. In actual fact, we regard computer-based technologies as cultural artefacts, representing different depths in the daily work and study activity of individuals, social groups, and institutions. We believe that different models of computer use and activity within online environments mediate social interaction. As such, the relationship between culture and technological tools is becoming more and more complex and now provides an opportunity for determining new models of cognitive, psychological, and social interaction. Qwerty hopes to be a place where such issues can be discussed and developed. The journal arises from a growing awareness of the need to develop research and reflection on the impact, effects and nature of technology use and, as such, is intended to be a genuinely cross-disciplinary forum. Qwerty wishes to provide a forum for discussion on the use of new technologies aimed at anyone interested in the use of technology in such fields as education, training, social and university research, including the cultural, social, pedagogical, psychological, economic, professional, ethical and aesthetical aspects of technology use.