In this edition, we want children and young people to reflect upon and focus on situations in the school environment where instances of unwanted solitude among their peers may occur, and to propose initiatives that could help to reverse the situation.
For this reason, we are providing you with an educational resource based on the recommendations and conclusions of the Unwanted Solitude Report, using the methodologies of Gamification and Service-Learning.
We offer you:
Downloadable educational material that consists of three steps:
The material invites participants to engage in emotional training that facilitates self-knowledge, reflection, and analysis.
"Igu v Unwanted Solitude": An educational video game that is fully accessible to empathise with unwanted solitude and various disabilities.
Once again, in collaboration with Igu, students will have access to a map of ONCITY school, where they can visit four areas that present situations in which they must take action against unwanted solitude alongside a child with or without a disability.