In the EU, more than six million young people leave school with a level corresponding to a maximum of the first cycle of secondary education. These young people are facing severe difficulties in finding job, and are more likely to be unemployed and dependent on social benefits. Early school leaving hampers economic and social development, and constitutes a serious obstacle to the objective of the European Union in its EUROPE 2020 of smart, sustainable and inclusive growth strategy. The current EU average of 12% of early school leavers. In Spain the figure is 19.97%In this sense, society demands new forms and learning methodologies. The European Union at the Council held on 20 December 2012 Recommendation sets all members in order to validate non-formal and informal education before 2018, including the elements necessary for accreditation.It is clear that ICT has a role in our society in the present and will have even more in the future policies of education and youth should be adjusted and to respond to these needs. Training in formal contexts can not be separated either from the use of ICT. In young people it can also be considered to be an element of interaction and socialization very important, especially with their peers, because they share certain interests by -music activities, cinema, sports, among others. It also allows them to exchange information: content, websites, forums, video games and participate in group activities and games online.The gamification involves applying game techniques in different environments, is the use of dynamic and game mechanics in order to enhance motivation, concentration, effort, loyalty and other positive values common to all games. Thus, gamificación is a tool that can be used as support for other methodologies developed, so it is not a methodology itself, but can be combined with all existing. The real objective of gamification is not only to entertain, but to educate on competencies, knowledge and skills.With these data and line of work have set the objectives of this project are:- Training of Professionals Youth on the benefits and tools for NFE.- Specific training on the benefits of gamification.- Creation of an ON-LINE GUIDE on resources, applications and benefits of non-formal education and the gamification specifically aimed at youth organizations, schools, local authorities and, generally, for workers in the field of youth.- Promote the value of gamification as a tool for non-formal education in youth organizations, municipalities, institutions and schools, working with young people, both public and private sectors.- Promoting young people's use of ICT for their future personal and professional development.- Provide young people, especially those with fewer opportunities, participation in a project that from training and some preliminary guidelines allow them to develop their own idea, plan the needs, timing, shape and design their dissemination, by creating a "Computer Application". Not only from the point of view of technological and artistic development, if not from the "product development" must make decisions and solve problems. thus developing transversal skills for employment and entrepreneurship.- Promote cooperation between public authorities, associations, businesses and schools in the national and European level.- Sharing best practices developed between partners and participating countries.- To disseminate the results and tools among professionals in the field of youth, associations, clubs, informal organizations, public institutions, municipalities, schools and businesses.These objectives will be achieved through various training activities facing professionals and young people, from the development of a draft App Computing by young people who enter processes Gamification and implementation of these new methodologies in the participating organizations . a Guide Gamificiación in open and shared to all interested non-formal education was also published.
The main objective of the project actions has been aimed at preventing early school leaving as well as future unemployment situations, especially among young people with fewer opportunities, promoting the use of new forms and learning methodologies through non-formal education, specifically focusing on the use of gamification, which consist of applying the game's techniques in diverse environments in order to improve skills, competences and knowledge. On the other hand we also wanted to promote the "Recommendations of the European Union" to all its members in order to validate non-formal and informal education before 2018, making them known among project partners, collaborating organizations, youth workers and young people using the diffusion channels established in the project. The use and knowledge of ICT has been another of the priority objectives since they are of high incidence among the youngest being an important element of socialization, iteration and learning, as well as imperative for the technological changes that will affect society in the next decades Young people have been able to work as a team through training activities, setting up their own design project for a computer APP. They have had to develop their own idea, plan their needs, temporize, readjust, prepare the presentation of their project both in written and personal format in the different phases of the project and especially in the final multiplier event. They have acquired and improved their skills for "product development" and entrepreneurship. All these initiatives are part of the European Union's strategy "EUROPE 2020" towards smart, sustainable and inclusive growth. The project has 5 partner organizations with long experience in the field of youth and education. This has ensured the quality of the actions implemented and a dissemination among all the parties we wanted to reach: professionals from the youth field, associations, clubs, informal organizations, public and municipal institutions, educational centers and companies. The main activities that have been carried out to achieve these objectives are: • Surveys on the perception of education among youth workers. • Surveys on the way of life and tastes of young people. • Project logo contest. • E-learning training course for youth workers in gamification and non-formal education. • E-learning and face-to-face training course for young people to create a mobile application that includes elements of gamification. • Development of an online Methodological Guide on non-formal education and gamification directed at youth workers in all the languages of the countries involved in the project (Intellectual Product). We can affirm that the results achieved are in line with all the stated objectives, since we have managed to involve more than 25 organizations in all countries, as well as the training of 36 youth workers in the development and implementation of their own personal project. -15 projects implemented in their organizations, using gamification techniques and training 27 young people in the development of a mobile APP -7 projects, incorporating elements of gamification. The long-term benefits are numerous; from the creation of synergies between professionals and educational and youth institutions at local and European level to ensure the continuation of the project. Through the Methodological Guide and its full availability to the public on the website of the project and the organizations, the results and good practices of this project are captured and for the benefit of the entire community. On the other hand, the development of this project helps the progressive internationalization of organizations that work with young people from the participating countries, thus contributing to the dissemination of the opportunities offered by the Erasmus + program and, consequently, the European Union. In addition, regarding the participation of young people, it is worth noting the acquisition of professional and transversal skills, which undoubtedly will be beneficial and a priority for their personal and professional development, thus increasing their employability and insertion in the labor market.