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Activating Youths through Roleplaying Activities

2019-1-IS01-KA105-0511042019Youth mobilityfinalizedGood practice
Countries: IS|UK|IT|SE|EE|CZ|PL|DE · Grant: €29,350
EU Citizenship, EU awareness and DemocracyYouth (Participation, Youth Work, Youth Policy)Creativity and culture

Objectives

The project "Activating Youths through Roleplaying Activities" is a youth exchange which uses an innovative learning approach that was developed by a group of young people active in the field of youth work. The focus is on using role-playing to create a learning environment for young people to train a variety of skills and to focus on intercultural learning. The basic idea is for different youth groups to choose a fantasy role-playing background in a setting of Icelandic mythology and history and face challenges that are combined in an exciting interactive story. What makes this event so special is that it offers an engaging way for the participants to influence the game world and through their actions and decisions they shape the society that the heroes they play live in. Since they are the heroes of the story their goal is to achieve a good ending, which means shaping a society that they perceive as good and fair. After the game we will base our discussions on the game results and the experiences the youths made. We will critically question decisions and actions and analyze results in the game world. We will then compare the experiences with the world we live in and apply the ideas that youths had for their in-game society to the real world. Before the event the groups will create scenes that pose challenges and encourage value discussions (such as individual freedom vs. the good of the community). They will be able to take advantage of a setting handbook that was developed in a youth worker event in 2017 in Iceland (Project 2017-1-IS02-KA105-001721). The groups will experience the game elements during the actual game event and use their own experience as a basis for intercultural value discussions. The project foresees reflection and discussion phases on a regular basis. The participants will live together for a week. They will be divided into smaller mixed teams in which they play a hero that experiences an adventure set in a mythology setting. Since different heroes have different skills and knowledge, cooperation is the key to overcoming the obstacles and successfully completing the game. Some of the participants (primarily the group leaders) will prepare the adventure in advance and take on the role of game directors during the event. They will describe the adventure as a story in which the players, working in teams, can decide what their heroes do and say, so that they influence the direction of the storyline. The game will be played both inside and outside, making it possible for the teams to go on long walks and play while experiencing the landscape. Among the learning goals are developing teamwork, cooperation, and friendship in an international setting, improving soft skills and social competences, acquiring cultural understanding, raising awareness of other values and beliefs, and improving language and communication skills. Our big learning goal defined for this event is getting youths more active in shaping the society they live in by first understanding what it means to make responsible decisions in order to accommodate a variety of values and beliefs. We are focussing on international cooperation and we combat extremism because nowadays too many people have the idea that becoming active in society means trying to push your own values and beliefs through regardless of others. Giving young people the opportunity of cooperating, developing an understanding for each other, and building a lasting friendship will have a huge impact on society. The participants are actively involved in helping others, and thus they will have an influence on shaping the minds of other young people and contribute to creating an open, tolerant, and united society in Europe. A special feature of the event is that it will be embedded in a role-playing convention (Midgard) in Reykjavik. Thus the participants will have the opportunity to present their results to Iceland’s gaming community on the last days of the event when they have had the time to develop their own skills and their own confidence. Those who feel up to the task will get the opportunity to run a game for others. This way we hope to encourage them to take on the role of leaders and help other youths learn and evolve in their home communities.

Project partners (8)