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Case Description


Written by Joe Cullen on dinsdag 26 oktober 2010 12:31
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The Breakout interactve game The Breakout interactve game

BREAKOUT is an innovative learning initiative aimed at addressing problems in offending and drug-related offending. It helps ‘at risk’ groups and offenders, particularly young offenders and offending drug users, to ‘break out’ of a vicious circle of bad experiences and low expectations of education, and hence limited life chance opportunities. It therefore extends conventional concepts of adult ‘Lifelong Learning’ to include ‘societal learning’ and ‘social responsibility’. The main aim of the project is therefore to develop an interactive learning environment, which also helps offenders, ex-offenders and those ‘at risk’ to explore the implications of ‘life decisions’ that will impact on their ‘offending career’.


Country United Kingdom
Coverage local
Number of users 1000-5000
Project website
Status pilot
Context & focus EU Socrates project focused on crime prevention and offender rehabilitation
Issue & target group addressed Need of new approaches in youth crime prevention and offender rehabilitation services
Web 2.0 supported intervention and intended impact Allow for Web 2.0 based communication in “action learning” of students at risk, teachers, probation services and youth offending teams to prevent offending behaviour
Web 2.0 technologies used Weblog, podcasting and forum functionality on the project website
Main problems encountered Resistance of organizational cultures to adopt the project approach („action learning“) – lack of sufficient participation on the collaboration platform.
Lessons learned / advice Established practices of hierarchic organisations are difficult to overcome. Yet, Web 2.0 applications can provide an environment for students at risk that is external to their normal patterns and vehicles of social interaction and they may engage in a self-help support culture.

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