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Playing to Learn - Learning to Play

2018-2-ES02-KA205-0118042018Strategic Partnerships for youthfinalized
Countries: ES|PL|IT · Grant: €27,200
Youth (Participation, Youth Work, Youth Policy)Inclusion - equityEntrepreneurial learning - entrepreneurship education

Project summary

Games are the main tool of non-formal education. There are many studies that show the value and educational power of them. In particular, board games allow you to live adventures, simulate interpersonal relationships, solve riddles, discover new cultures and, above all, have fun playing face to face with friends. We are aware of the great impact that technologies are having on the relationships between the young people of our society. The latest studies even show the growth of cyber-violence, cyber-bullying and cyber-sexual harassment. We are convinced that when the youth of our entities discover all the games we are going to explore, they will be amazed and attracted by a new way of leisure that is much more healthy and enriching. This project combines the experience in Erasmus + and training in basic skills through games of a Spanish partner, experience in the use of games as a tool to fight the exclusion of an Italian partner and experience in developing entrepreneurship and self-entrepreneurship through board games of a Polish partner. All this for 20 months and in order to share good practices in the use of board games for the empowerment of young people in the field of basic skills, entrepreneurship and to favor the inclusion of young people at risk of exclusion . The profile of the participants of this project are youth workers and non-formal educators interested in the use of board games as a pedagogical and didactic tool. As a result, this project will generate a catalog of good practices and also a new board game created among all the partners during the project.

Final report summary

Games are the main tool of non-formal education. There are many studies that show the value and educational power of them. In particular, board games allow you to live adventures, simulate interpersonal relationships, solve riddles, discover new cultures and, above all, have fun playing face to face with friends. We are aware of the great impact that technologies are having on the relationships between the young people of our society. The latest studies even show the growth of cyber-violence, cyber-bullying and cyber-sexual harassment. We are convinced that when the youth of our entities discover all the games we are going to explore, they will be amazed and attracted by a new way of leisure that is much more healthy and enriching. This project combines the experience in Erasmus + and training in basic skills through games of a Spanish partner, experience in the use of games as a tool to fight the exclusion of an Italian partner and experience in developing entrepreneurship and self-entrepreneurship through board games of a Polish partner. All this for 20 months and in order to share good practices in the use of board games for the empowerment of young people in the field of basic skills, entrepreneurship and to favor the inclusion of young people at risk of exclusion . The profile of the participants of this project are youth workers and non-formal educators interested in the use of board games as a pedagogical and didactic tool. As a result, this project will generate a catalog of good practices and also THREE new board gameS created among all the partners during the project.

Project partners (3)