"<< Background >>In today's fast-paced world, adult trainers from diverse institutions are facing a constant challenge to keep their groups engaged, even more so when it comes to the adults with few opportunities or from less privileged environments. For adult individuals that didn’t have the access to the architecture field, having access to tools that enhance learning in a productive and efficient method is crucial.LearnArch was envisioned to develop a non-formal methodology using training through gamification. NEA kickstarted the project, realising the struggle in attracting newcomers with less opportunity to diverse architecture fields. By bringing together organisations with a variable set of expertise such as Dracon Rules Design Studio and COFAC-UL, they develop for both trainers and their target groups an exciting way to explore diverse methods of attracting into the field of architecture, in a more engaging and hands-on way.Institutions everywhere are grappling with the need to keep up with evolving training methods. For those outside the traditional academic path, access to innovative learning tools like board games is a game-changer, as it was seen during the project. << Objectives >>LearnArch aimed to develop a physical and digital board game for adult trainers from diverse institutions that are facing a constant challenge to keep engaged adults with few opportunities or from less privileged environments This tool represents a new approach to train socially excluded people into diverse architectural principles and design rules. The specific objectives were:1.Improve competencies of trainers - the tool developed is being used to diversify its arsenal of training methods.2.Creating and promoting inclusion and diversity and adaptation of the tool to different cultural and training contexts. As games are prevalent in training, they offered a social aspect that increased involvement with a focus on improving engagement and training outcomes among adult learners, as it was practised in the LTTA and other playing sessions.3.Stimulating innovative learning and teaching practices. While the architecture field benefits the most out of new technologies and trends, such as Augmented Reality and others, a game-tool fills a part of the void in a trainer's activity. The project aimed also to disseminate the gained experience to relevant stakeholders in order to enable more institutions to benefit from the results.<< Implementation >>The partners implemented the following activities:-12 online meetings to follow up the project results and monitor the project-Kick-off meeting, 6 participants, initiation and management aspects of the project-LTTA Live-Game-Testing in Lisbon, Portugal, 18 participants- Board game creation: Light Box-producing 1 informational video-How to play the board games-2 live testing sessions -3 Multiplier Events, 1 per partner, with more than 90 participants in total-dissemination activities (eg. social media posts, website articles, 3 newsletters, press articles) All activities aimed to provide training, inform and achieve an impact on the project's target groups not only during the project’s life cycle but also after its completion.<< Results >>By bringing together organisations with a variable set of expertise varios results were developed:- 6 participants in the Kick-off meeting-18 participants participated in the LTTA Live-Game-Testing in Lisbon, Portugal -1 print and play board game, including a set of downloadable files (cards, boards, objects ""volumes""), to be used by the trainer, also uploaded in online board game platforms for tasting-1 RULE BOOK - the game's set of rules accompanying the components-1 TRAINER’S GUIDE - an in-depth look at game mechanics and rule modifications, explaining the game’s various aspects, and prompting the trainer to modify the tool's components to serve the needs of their session and context- 1 informational video-How to play the board games-1 website of the project: https://www.learnarch.eu/-2 social media accounts with more than 410 followers-3 Multiplier Events, 1 per partner- 3 newsletters- 2 Epale articles -dissemination activities (eg. social media posts, website articles, press articles)"
