Building Inclusive Environments for All Generations (BIG game)

Building Inclusive Environments for All Generations (BIG game)

BIG Logo

Client / Funding programme:
Erasmus+ Programme of the European Union
Educational game: Building Inclusive Environments for All Generations n° 2020-1-NL01-KA204-064676:

Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Commission. Neither the European Union nor the European Commission can be held responsible for them.

Start and end dates:
11/2020 – 12/2022


AFEdemy role in the project:

Research and leader of Intellectual Output IO4 “E-Learning Platform” AFEdemy coordinates the project and leads the design of scripts and scenarios and transfers the contents of the game to its technical implementation

☐ Training
☐ Curriculum development
e-Learning Platform
☐ Networking
☐ Policy recommendation


The BIG game intends to raise awareness and to transfer knowledge about appropriate measures and actions to create environments that are healthy and built in an age-friendly way, also by making use of ICT solutions, e.g. by assistive or smart homes technologies.

According to their professional experiences, stakeholders in this field are usually focussed on specific topics and areas. But an effective implementation of healthy and age-friendly environments need a holistic approach combining architectural, social and ICT measures.

The game will offer learning experiences in applying this approach. As a contribution to closing the gap between existing devices and their application, the game will support learners to get acquainted with potential solutions and steps to be taken.


BIG game’s overall objective is threefold:

  1. Strengthen the competences of citizens to address barriers for social inclusion in their environment,
  2. Increase the understanding of stakeholders in municipalities and associations on options to improve the environments with partially low financial means but strong impacts on the living conditions of people concerned or at risk of social exclusion, and
  3. Empower the learners to build their personal action plans Formation of neighbourhood training groups consisting of older and very old men and women to meet regularly and support each other in (re-)identifying their talents, dreams and handling challenges.

AFE Related Topics

Outdoor spaces and buildings
☐ Social participation
☐ Transport and mobility
Social inclusion and non-discrimination
☐ Civic engagement and employment
☐ Communication and information
☐ Community and health services

Target Audience

The BIG game will address diverse target groups, among others:

  • Professionals in municipalities and welfare organizations committed to urban development and social inclusion.
  • Volunteers in social associations, initiatives and Seniors Councils acting for the interests of persons in need of healthy and age-friendly environments.
  • Private persons like informal carers and persons in need of adequate environments themselves.


The project will run from November 2020 till December 2022.

In order to achieve the project objectives, two Intellectual Outputs will be carried out.

  • For IO1, which starts on 11.2020, the scenes of the BIG game will be developed in workshops with persons who have faced inappropriate conditions in their living environments and are committed to improve the situation. They will also assess the scenes which are elaborated by the responsible partners and initiate improvements, if necessary. In the second step, the scripts and scenarios will be transferred into technical qualifications. The beta version of the game will be developed and applied in a Blended Mobility of learners. Based on these results, the alpha version will be completed.
  • In order to increase the impacts of the learning game, in IO2, starts on 10.2021, a curriculum and trainer manual with instructions on how to make use of the game will be elaborated that includes, among others, a detailed section on validation and certification approaches that are apt for non-formal and informal learning experiences. Also, IO2 will be tested during a Blended Mobility of learners and adapted where necessary.

Design considerations

  • Representatives of persons living in non-inclusive environments as well as of future learners will be involved in the project activities.
  • The learning scripts and scenarios of the game (IO1) will be co-produced by persons with own experiences in the lack of healthy, age-friendly environments.
  • Also, the scenes of the game will be reviewed by them in a second round of workshops after their elaboration by the project partners.


Project coordination

  • AFEdemy, Academy on Age-Friendly Environments in Europe BV (The Netherlands)

Project partners

  • ISIS Institut für Soziale Infrastruktur gGmbH (Germany)
  • SHINE2EUROPE, LDA (Portugal)
  • Fundacja Mimo wieku (Poland)


Two Intellectual Outputs (IO) will be successively elaborated during the project. Combined with each other they form the complete training package that will be available on its completion.

  • The learning game (IO1, led by AFEdemy)
  • The curriculum of the workshop and the trainer handbook (IO2, led by ISIS and THUAS)

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AFEdemy, Academy on Age-Friendly Environments in Europe B. V.

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