Gamification as a Tool of Entrepreneurship & Inclusion for Young Refugees & Migrants "GET INCLUDED" is a 2 years project targeting young refugees and migrants, the young people of hosting countries and people who work in the field of refugee and migrant issues. The main objective of the project is to raise the capacity of refugee and migrant youth by using the gamification and entrepreneurship which will lead to their inclusion into the society. The project idea came up with the current context of migration crisis, especially in the Middle East through Europe. As we live on a crossroad where humanitarian and social support to each other is highly needed. So as a public university within our partners, we want to take part in the solution and support young refugees and migrants' social inclusion, in the meantime raising awareness among the young people of hosting countries. Only in Turkey, there are over 3 million refugees and most of the time young people in Europe are not aware enough of this issue. So we would like to make a change on both for refugee youth and youth of hosting countries. The main objective of our project is to raise refugee and migrants' capacity is that they can be more active in the solution of social problems, take initiatives and be social entrepreneurs of future. Finally, to support the social inclusion of refugees and migrants. Besides the main objective, we also want to reach such goals within the project: - To raise the capacity of young people by using the gamification methods for social entrepreneurship - To raise the capacity of youth workers, migrants, refugees and young people of hosting countries - Analyzing the needs of refugee and migrant youth and the youth of the hosting countries in the frame of migration issue - To create tools for facilitating the understanding of social entrepreneurship by using gamification During the project we will be having such activities: Transnational Project Meetings: - Kick-Off transnational partners meeting (İzmir, TR) - 2nd Progress Meeting (Thessaloniki, GR) - 3rd Progress Meeting (Spain, ES) - 4th Progress Meeting (Gaziantep, TR) Following activities: - Preparation and submission of progress report every 6th month - Preparation and submission of final report Intellectual Outputs: Within GET INCLUDED Project we are planning to achieve 3 main outputs. Those outputs are designed to reach the project objectives step by step. - Survey Analysis Report: It will clarify the needs of refugees, migrants and it will reveal the level of awareness among young people of hosting countries on social inclusion. - Tool-Kit : It will be designed as a training kit to raise the capacity of refugees, migrants and young people of hosting countries on social entrepreneurship by using the gamification methods. - Digital Platform: On this output, the results of the project, the evaluation and on-going process will be systematically shared. It will also serve as a platform for sharing of good practices and a platform to communicate for the people who work on social inclusion of refugees and migrants. Multiplier Events: - Local Multiplier Events in Turkey, Jordan, Spain, Greece are planned in order to raise the visibility of the project and to disseminate the results as much as possible. This event will include the dissemination of the 3 main outputs of the project which are a Tool-Kit for Entrepreneurship using the Gamification, A Survey report and a Social Platform. Learning, Teaching, Training Activities: - Short Term Joint Staff Training Event which will be held in İzmir, Turkey. - Workshop: Using of Digital platforms for social inclusion - Workshop: Inclusion of refugees and youth of hosting countries “Building a bridge” Within GET INCLUDED Project, we aim to reach more than 7.000 people including refugees, migrants, young people of hosting countries, youth workers, trainers, mentors and representatives of local authorities. As we will have around 350 people taking part in our organized activities, the rest of the number is planned as a result of multiplier events and dissemination activities. Methodology: We will be using the professional project management methodology for the general leading of the project which includes; Project Scope Management, Project Time Management, Project Cost Management, Project Quality Management, Human Resource Management, Communication Management and Risk Management. Besides, for the teaching, learning and training activities, we will be mainly using non-formal education methods. For the content for the project, we will be using "Gamification" as a tool for the planned outputs. With this project, the short term expected benefit is having an interactive tool and approach for raising the potential of refugee and migrant use, in the meaning of social entrepreneurship by using the gamification methods. In long term, we aim to foster potential decision makers in order to raise the social inclusion of refugees and migrants
The project "GET INCLUDED" is planned for 2 years. The starting point of the project is to educate young refugees and immigrants in the field of social entrepreneurship through gamification method. The project defines social entrepreneurship as a tool in the social inclusion process of young refugees and migrants; It aims to produce information and materials that can be used by youth workers and trainers working in the field of migration or the ones who want to improve themselves in this field. The regional and international context has had a major impact on the project. Currently more than 3 million immigrants are living in Turkey. The increasing number of immigrants, which are closely related to the Middle East and Europe, has led the project to be implemented internationally with partners from both the Middle East and European countries. Within this framework, as a higher education institution due to the geography we live in, we took the responsibility with our partners and put the social inclusion of young refugees and migrants at the center of the project. The aims and objectives of our project for the social inclusion of young refugees and immigrants are as follows: - Increasing the capacity of young people in social entrepreneurship through gamification - Increasing the capacity of youth workers with young refugees and migrants - Analyzing the needs of social workers working with young migrants and migrants - Developing material using gamification method for the needs in the field The activities carried out for the purposes and targets of the project and the number and profile of the activity participants are as follows: WP1. Project Management and Application A1.Signing partnership documents M1. Kick-Off Meeting (İzmir - Turkey) M2. First Transnational Meeting (Greece) M3. Second International Meeting (Spain) M4. Third (Final) Transnational Meeting (Gaziantep, Turkey) A2. Progress Reports A3. Final Report WP2. Quality and Monitoring Description of work package and roadmap a2.Implementation a3.Reporting WP3. Dissemination A1. Stakeholder analysis A2. Determination and creation of dissemination tools A3. Creation of project bulletins A4. Application - Reporting Dissemination Meetings / Multiplier Events E5.Local Multiplier Event (Gaziantep-Turkey): Number of participants: 50 Local / 12 International (This event was the final event of the project) E3.Local Multiplier Event (Spain): Number of participants: 30 Local / 4 International E4.Local Multiplier Event (Greece): Number of participants: 40 Local E2.Local Multiplier Event (İzmir-Turkey): Number of participants: 32 Local These meetings were held in each of the partner countries except Jordan to introduce and implement the project outputs O1, O2 and O3. The participant profile, as defined in the project application, consisted mainly of youth workers and local youth working / working with migrants. Learning - Teaching Activities C1.Short term joint staff training: Number of participants: 23 C2.Blended youth mobility: Number of participants: 20 C3.Blended youth mobility: Number of participants: 24 These activities aimed to raise awareness and knowledge of the social entrepreneurship of C2 and C3 young people, young refugees and immigrants. Therefore, 5 days of activities were organized under the name of "Blended Youth Mobility" in Greece and Jordan. In the C1 activity, the use of the project outputs was provided with the participation of the people involved in the project and trainers' feedback was received to improve the materials. Project Outputs Needs Analysis - Field Research Report Formation of questions Dissemination of questions on country basis O1.A3.Desktop research O1.A4.Reporting Translation, preparation and dissemination O2.Tool - Kit (Play-Inn Tool-Kit) Creation of Modules O2.A2. Preparing the training content Writing and design of O2 O2.A4. Translation, printing and dissemination O3.Digital Platform (www.getincluded.net) O3.A1. Creating templates O3.A2. Creating e-learning contents O3.A3. Translation of the website, content uploading and dissemination. Impact: The expected impacts on the target groups from the activities realized were mostly achieved through learning and teaching activities and local disintegration activities. The project outputs were transferred to 235 people directly involved and an increase in awareness and skills on migration and joint activities with migrant young people was observed. In addition concrete measures related to impacts were reported after quality and evaluation processes. Long Term Impact of the Project: The created online platform and social media continuity will be ensured.