The aim of the project is to develop and implement innovative educational practices based on the use of games as an effective method of non-formal education in working with the youngest representatives of the NEET group,neglecting compulsory education or learning,with a risk of social exclusion. This will strengthen the entrepreneurial attitude, key competencies of the young people, as well as build a positive pro-social and intercultural behavior patterns . Using a joint initiative of partnership and international cooperation, the project partners will create a game to be used as an educational tool for young people.They will share their experiences in using games and will develop together innovative ways to use games as learning tools. The project will be promoting CLIL approach ang linguistic immersion as an extremely efficient method that strengthens and extends the language skills of the participants. Games are becoming more readily used by educators and facilitators in youth work due to the fact that young people respond to them in a very positive way. Use of games induces emotions, the desire to compete and motivation associated with rapid results of undertaken activity. In addition, the use of techniques and mechanic known participants of the games (gamification) can significantly modify their behavior positively. Overcoming successive, achievable challenges, the pleasure that comes from competition and cooperation effectively increases the motivation and the involvement of participants. In addition, the use of games promotes the integration of the participants and enhances the language skills primarily through the active use of language immersion and the need for common communication. Game and other materials will be used for youth workers, created in collaboration with young people from the NEET group and addressed to them directly. Participants of the project are educators, facilitators and people working with youth from different countries, dealing with innovative methods of non-formal education. Education needs a new and useful methods and educational tools, that increase the interest and involvement of young people in matters of socio-professional approach in accordance with the "learning by doing" rule. Problems that justifies the project are: 1) deficits in adolescents key competences, 2), educators (teachers, trainers) have difficulty in engaging young people (large percantage of NEETs in Europe), 3) the use of games is a problem - educational games are little-known, little taken into account in education, they are sometimes more a curiosity than a basic element. shaping the attitudes by using games can be effectively measured. The use of games requires the development of methodology and tools, as well as the placing on the strategic level by educational institutions and policies, local and regional, and national. The choice of partner organizations was based on a series of measures to ensure the selection of a reliable and responsible partner, providing harmonious and effective cooperation. Organizations will actively participate in the implementation of project activities during the international meetings organized in the partner countries. Key activities include: organization of national and international meetings and workshops, the organization of the four mobilities, the development of a guide on the use of games in social and professional young people NEET 15-17, creating a catalog of good practices, joint development of educational game, glossary player and guide the creation of educational games and numerous promotional activities and dissemination. Also recommendations on the impact of gaming in non-formal education will be created. Educational games are an innovation in education, according to the concept of "learning by doing". They are also a great tool for strengthening the language competencies through language immersion. Their application meets the growing favor of educators, but still it is difficult-there are inadequate resources substantive. The project will be innovative in terms of methodology, tools and partnership itself. Implementation of the project will strengthen the competence of staff working with young people, develop new educational methods and it will increase the understanding of the youngest NEET situation. Also it will equip staff with new, high-quality tools, while promoting their professional self-realization, not only as promoters of a specific methodology, but also as its creators.
The aim of the project was to develop and implement innovative educational practices based on the use of games as an effective method of non-formal education of the youngest representatives of the NEET group, who neglect compulsory education or learning, with a risk of social exclusion. This has strengthened the entrepreneurship, key competencies of the young people, as well as it has built a positive pro-social and intercultural behaviour patterns. Using a joint initiative of partnership and international cooperation, the project partners created a game that Is meant to be used as an educational tool for young people. They shared their experiences in using games and developed together innovative ways to use games as learning tools. The project has been promoting CLIL approach and linguistic immersion as an extremely efficient method that strengthens and extends the language skills of the participants. During the realisation of the project we realised that games are becoming more readily used by educators and facilitators in youth work due to the fact that young people respond to them in a very positive way. Use of games induces emotions, the desire to compete and motivation associated with rapid results of undertaken activity. In addition, the use of techniques and mechanic known to the participants of games (gamification) significantly modified their behaviour positively. Overcoming successive, achievable challenges, the pleasure that comes from competition and cooperation has effectively increased the motivation and the involvement of participants. In addition, the use of games promoted the integration of the participants and enhanced the language skills primarily through the active use of language immersion and the need for common communication. Game and other materials are for youth workers, created in collaboration with young people from the NEET group and addressed to them directly. Participants of the project were educators, facilitators and people working with youth from different countries, dealing with innovative methods of non-formal education. Education needed a new and useful methods and educational tools, which increase the interest and involvement of young people in matters of socio-professional approach in accordance with the "learning by doing" rule. Problems that justifies the project are: 1) deficits in adolescents key competences, 2), educators (teachers, trainers) have difficulty in engaging young people (large percentage of NEETs in Europe), 3) the use of games is a problem - educational games are little-known, little taken into account in education, they are sometimes more a curiosity than a basic element. Shaping the attitudes by using games can be effectively measured. The use of games required the development of methodology and tools, as well as the placing on the strategic level by educational institutions and policies, local and regional, and national. The choice of partner organizations was based on a series of measures to ensure the selection of a reliable and responsible partner, providing harmonious and effective cooperation. Organizations actively participated in the implementation of project activities during the international meetings organized in the partner countries. Key activities included: organization of national and international meetings and workshops, the organization of the four mobility activities, the development of a guide on the use of games in social and professional young people NEET 15-17, creating a catalogue of good practices, joint development of educational game, glossary player and guide the creation of educational games and numerous promotional activities and dissemination. Also recommendations on the impact of gaming in non-formal education have been created. Educational games were an innovation in education, according to the concept of "learning by doing". They were also a great tool for strengthening the language competencies through language immersion. Their application met the growing favour of educators. The project has been an innovation in terms of methodology, tools and partnership itself. Implementation of the project has strengthened the competence of staff working with young people, develop new educational methods and it has increased the understanding of the youngest NEET situation. Also it has equipped staff with new, high-quality tools, while promoting their professional self-realization, not only as promoters of a specific methodology, but also as its creators.