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Global Actors: Multipliers of Environmental Resilience and Sustainability

2019-2-HR01-KA105-0610572019Youth mobilityfinalized
Countries: HR|PT|BG|ES|XK|UA|RS|MK · Grant: €33,324
Environment and climate changeCivic engagement / responsible citizenship

Objectives

The main aim of this project is to enhance the capacity of youth organizations to use outdoor and indoor games as educational tools in the field of sustainable development and environmental sustainability. Specific objectives are: to explore the potential of different types of indoor and outdoor games as well as the principles of "gamification" ((the use of game thinking and game mechanics in non-game contexts to engage users in solving problems and increase users' contributions)) in non-formal and informal learning, to equip youth workers, youth leaders, educators with specific competencies in designing, testing and using indoors and outdoors educational games on topics related to environmental sustainability and sustainable development; to enrich partner organizations’ portfolio of non-formal tools to be used in different kinds of programmes and activities aimed at environmental education and with various types of young learners. With this project, we are seeking to address some of the challenges which very often emerge in our and our partners’ work with young people and communities, which are: the widespread lack of interest of young people and especially teenagers in environmental issues and environmental sustainability; the lack of opportunities for the same groups to learn about these topics if not specifically interested and self-motivated and the existing distance between non-formal environmental education and mainstream youth (youth not involved in volunteerism or the civil sector); the lifestyles of young people, increasingly oriented towards the online world, where games and application are gradually substituting real life activities as well as learning processes in a variety of fields; while we aim at extensively using the wide interest that young people have for games and the high potential games have for reaching out to different youth groups as well as for experiential learning on a variety of topics in order to create quality tools which partners will be able to use to tackle the above-mentioned issues during and after the project.

Project partners (8)