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Mobile games in youth work

2014-1-BG01-KA205-0015492014Strategic Partnerships for youthfinalizedGood practice
Countries: BG|IT|SI|PL|DE · Grant: €117,545.39
ICT - new technologies - digital competencesYouth (Participation, Youth Work, Youth Policy)

Project summary

Context: There are many traditional (paper based, drama-based etc.) youth games dedicated to the youth work and the respective paper based training materials how to use them in the youth work. Last 10 years some e-games related to the youth work have been also developed. Rapidly, last few years, smart mobile phones and tablets invaded the market and especially the world of the youngsters. The youngsters are more and more addicted to their smart phones or tablets. Every day they spend considerable time with their mobile devices playing games or using different social networks. But also, Smartphones and tablets are radically transforming how we access our shared knowledge sources by keeping us constantly connected to near-infinite volumes of raw data and information. We enjoy unprecedented instant access to expertise, from informal cooking lessons on YouTube to online university courses. Every day people around the globe are absorbed in exciting new forms of learning. Obviously, the easiest way to reach the young people is to provide them the information and key competences they need using a user friendly tool, which is very close to their daily habits and lifestyle. But there is still a gap in the existing training tools for mobile phones, tools which are suitable for the youth work (youth exchanges, youth training course, youth seminars etc.). Even the youth workers and trainers realize the potential of the mobile games, they are facing lack of experience and training materials how to develop and implement such games in the youth work. That is why mGames in YW project will develop methodology and tools for mobile devices (Smartphones and tablets) suitable for the youth work, for example, mobile games for entrepreneurship, intercultural learning and green skills. The project will also train youth workers and trainers how to use mobile games in their training or consulting activities. The project will also train youngsters and youth organizations how to develop mobile games for non-formal educational purposes. Project main aim: The project aim is to increase the capacity of youth workers, trainers and leaders via development of methodology for designing and implementing mobile games in the youth work. The project will also develop a set of mobile games for entrepreneurship, intercultural learning and green skills, topics which are in the center of many youth TC's, mobilities, seminars and other events; The main project results will be: 1. A survey on the existing e-games and e-tools suitable for the youth work as well as on the existing training methods and tools in the youth work, especially in the field of entrepreneurship, intercultural learning and green skills in Bulgaria, Germany, Slovenia, Italy, Poland and also on European level. 2. Developed methodology how youth organisations and youth workers could design and implement mobile applications and games in the youth work. 3. Manual for youth workers how to develop and how to use mobile games (or other similar tools ) in their work. 4. Trained 120 youth workers how to develop and use mobile games in the youth work. 5. More than 100 youth workers, youth leaders and youth NGO members, designers, teachers etc. directly involved in the project (participants in focus groups and presentations during the products development and testing). 6. Mobile games for youth entrepreneurship, intercultural learning and green skills suitable for iOS and Android mobile devices, available at App Store and Google Play Store as well as on mGames web platform for free download. 7. mGames web platform for mobile games in the youth work. Project impact: 1. Increased capacity of the youth workers in the ICT implementation in the youth work and increased involvement of the young people by providing strong tools and training material available in all partners languages; 2. Increased capacity of youth trainers on how to use mobile games in the out-of-school youth training; 3. Providing the national institutions and authorities with an innovative model for work with young people; Showing the nowadays trends and cases of using mobile games in the training process; 4. The developed methodology and games will be available for free and applicable in all the European countries; There will be information and links to the developed resources from the major youth resources portals. 5. Promoting and enhancing cooperation among the involved institutions and other stakeholders on European/International level.

Final report summary

Context of the project: Rapidly, last few years, smart mobile phones and tablets invaded the market and especially the world of the youngsters. The youngsters are more and more addicted to their smart phones or tablets. Every day they spend considerable time with their mobile devices playing games or using different social networks. But also, Smartphones and tablets are radically transforming how we access our shared knowledge sources by keeping us constantly connected to near-infinite volumes of raw data and information. Every day people around the globe are absorbed in exciting new forms of learning. Obviously, the easiest way to reach the young people is to provide them the information and key competences they need using a user friendly tool, which is very close to their daily habits and lifestyle. But there is still a gap in the existing training tools for mobile phones, tools which are suitable for the youth work (youth exchanges, youth training course, youth seminars etc.). Even the youth workers and trainers realize the potential of the mobile games, they are facing lack of experience and training materials how to develop and implement such games in the youth work. That is why mGames in YW project developed methodology and tools for mobile devices (Smartphones and tablets) suitable for the youth work, namely, mobile games for entrepreneurship, intercultural learning and green skills. The project also trained youth workers and trainers how to use mobile games in their training or consulting activities. The project also trained youngsters and youth organizations how to develop mobile games for non-formal educational purposes. Project main objectives: The project main objective is to increase the capacity of youth workers, trainers and leaders via development of methodology for designing and implementing mobile games in the youth work. Number and profile of participating organisations: The project involves 6 partners from five 5 different countries. The consortium represents a mixture of cultures, languages and national perspectives which influences the final products and facilitate wider adoption beyond partner countries. The consortium is of cross-sectoral nature. It involves: community based structures (AKO - Germany, KIBLA-Slovenia, ORINETARE - Italy) national association engaged in developing innovative training content and promoting the use of ICT in the youth work (SCAS - Bulgaia), Art and cultural organization (KIBLA), a nation-wide youth career and information network (NSICC-Bulgaria) and a students’ organization (MANKO - Poland) The leading partner is National Student Information and Career Center /NSICC/ from Sofia Bulgaria – an NGO established to meet the needs of young people in the field of youth information and career guidance. It coordinates youth information and career centers and points in Bulgaria, organizes youth events and youth training courses and develops guidance, training and information materials both for youth workers and young people. Main activities: 1. A Survey “The e-games and e-tools in the youth work” 2. 3 mobile games (for Android and iOS) – “Event master” (a game for youth entrepreneurship), “Green skills” (a training game for waste separation) and “Culture trip” (a game on intercultural learing); 3. mGames web platform – with games, information, links and tools useful for youth workers and young people which would like to use or develop mobile games. 4. Manual “Mobile games in youth work” – a practical guidance for youth workers how to develop mobile games and how to use them in the work with young people; 5. Training course - “Mobile games in youth work” – a short term training event for 20 participants from 5 countries. Results and impact: Besides the main project activities and outputs, as specified above the project achieved also the following results: 1 Developed methodology how youth organisations and youth workers could design and implement mobile applications and games in the youth work. 2. Trained 120 youth workers how to develop and use mobile games in the youth work. 3. More than 100 youth workers, youth leaders and youth NGO members, designers, etc. directly involved in the project. 4. Increased capacity of the youth workers in the ICT implementation in the youth work and increased involvement of the young people by providing strong tools and training material available in all partners languages; Long term benefits: 1. Increased capacity of the youth workers in the ICT implementation in the youth work and increased involvement of the young people by providing strong tools and training material available in all partners languages; 2. Increased capacity of youth trainers on how to use mobile games in the out-of-school youth training; 3. Providing the national institutions and authorities with an innovative model for work with young people; Showing the nowadays trends and cases of using mobile games in the training process;

Project partners (6)