The "Games as tool for social change" project is a project comprising 12 main stages, implemented in a consortium of five partner organizations from Poland, the Czech Republic, Portugal, Greece and Turkey. The project includes two main types of international activities. It is above all an exchange of good practices and experience in topics related to gamification, teaching through experience and local activities addressed to young people. On the other hand, it is a series of educational activities, aimed mainly at youth workers who work on a daily basis in partner organizations and other organizations that are local partners of organizations that are part of the consortium. The project provides for five transnational project meetings that will allow for appropriate implementation of subsequent stages, as well as five stages related to the education of participants. (within the framework of individual activities, the target group will be created by people managing organizations, youth workers or youth). Thanks to such a schedule of activities - educational processes will cover all the main actors operating in the non-governmental field for young people. In addition, these activities will be supported by the implementation of three local activities that will allow the implementation of competences acquired during educational activities. The project, despite the fact that it relies on the exchange of experiences, assumes the creation of several results. The first one will be a report on the part related to industry consultations (focus groups). Thanks to this, it will be better to reach young people and youth organizations. The second result will be the location / adaptation of tools to local needs. Partner organizations decide for themselves what tools will be the most suitable for them and with the help of other partners (experienced in using a given tool) will try to adapt the tool to local realities. The third result will be a manual for youth workers who will support them in the implementation of local activities. The manual will contain tools (already adopted), as well as tips and a set of good practices useful in the implementation of local activities. The last tangible result of the project will be a brochure of the project, which will later support the process of dissemination of project results, through the presentation of activities over the activities of the previous 18 months. Other results are: - participation of 150 people related to youth activities at the initial stage of the project at focus group meetings - training of a group of about 20 youth workers so that they are able to conduct local activities with young people - implementation of 5 local implementations with the use of non-formal tools, and in particular the use of teaching methods through experience and gamification, together with young people (predicted number of implementation participants = 20 young people / country = 100 people in total - participation of 340 people in meetings disseminating the results of the project (4 * 60 among partners and 100 people at the conference closing the project in Poland).
The Games as tool for social change project is a project covering 12 main stages, implemented in a consortium of five partner organizations from Poland, the Czech Republic, Portugal, Greece and Turkey. The project covers two main types of international activities. It is primarily an exchange of good practices and experiences on topics related to gamification, learning through experience and local activities aimed at young people. On the other hand, it is a series of educational activities, aimed mainly at youth workers who work in partner organizations on a daily basis and other organizations that are local partners of the organizations that are part of the consortium. As part of the project, we conducted three transnational administrative meetings, which allowed for the appropriate implementation of the next stages, as well as five stages related to the education of participants. (within the framework of individual activities, the target group will be the managers of the organizations, youth workers or young people). Thanks to such a schedule of activities - all the main actors operating in the non-governmental field for young people were covered by the educational processes. The project was carried out during the pandemic, hence we also implemented many online meetings, including e-learning - directly for project participants. In addition, these activities were supported by the implementation of three local activities, which were based on implementation, thanks to the competences acquired during the educational activities. The project, despite the fact that it is based on the exchange of experiences, assumes the creation of several results. The first was a report on the part related to industry consultations (focus groups). Thanks to this, it will be possible to reach young people and youth organizations in a better way. The second result is the location / adaptation of tools to local needs. The partner organizations themselves decided which tools would be the most appropriate for them and with the help of other partners (experienced in using a given tool) tried to adapt the tool to the local realities. The third result is a collection of tools and materials for youth workers to help them implement local activities. The collected materials also include tips and a collection of good practices useful in the implementation of local activities. The other results are: - participation of 150 people related to youth activities in the initial stage of the project in focus group meetings - training a group of about 20 youth workers so that they are able to lead local activities with young people - implementation of 5 local implementations with the use of non-formal tools, in particular the use of teaching methods through experience and gamification, together with young people (envisaged number of implementation participants = 20 young people / country = 100 people in total) - dissemination activities of the project results - individualized due to the prevailing pandemic.