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Homo Ludens in Youth Work

2019-2-HU01-KA105-0613442019Youth mobilityfinalizedGood practice
Countries: HU|RU|AM|GE|UA|FR|PL|LT · Grant: €31,228.45
Intercultural/intergenerational education and (lifelong)learningInclusion - equityNew innovative curricula/educational methods/development of training courses

Objectives

The "Homo Ludens in Youth Work" project The project was born from the idea of equipping youth workers, youth trainers and educators with game design and gamification skills in order to promote/ensure an effective and engaging educational process that addresses current issues such as intercultural and interreligious dialogue when working with marginalised groups, gender equality, human rights and the development of social skills for young people from different backgrounds. The project was a LTTC consisting of 3 parts: 2 training sessions and a local testing phase in between. The first "Homo Ludens in Youth Work TC" training took place in Hollókő, Hungary, from 12-18 January 2020. The training focused on developing teachers' competences in game design and how to apply it in youth work and education. During the local phase, participants were able to try out the prototype games they had created. The second "Homo Ludens in Youth Work Lab" seminar took place from 06-12 June 2022 in Murzasichle, Poland. It allowed participants to reflect and analyse the results of the local testing phase, to further develop the games and to gain valuable insights into the user experience (UX) of games. The LTTC was attended by youth workers, teachers, youth leaders, trainers and activists from several fields - 52 participants in total from 8 countries: Hungary, Poland, Lithuania, France, Russia, Ukraine, Armenia, Georgia. Objectives for the LTTC: - To learn the basics of game design theory and its relation to human nature. - To reflect on the links between the principles of play and non-formal education - sharing personal experiences of using games and critically reflecting on learning outcomes - understanding the potential and limitations of games and gamification. - creating and testing educational games or gamified systems for target groups of participants - testing the prototypes created with target groups in local communities - reflecting on the user experience and learning how to make games more user-friendly. The project consisted of 2 main residential activities and an intermediate local phase. The first "Homo Ludens in Youth Work TC" training took place in Hollókő, Hungary from 12-18 January 2020. The training focused on developing teachers' competences in game design and how to apply it in youth work and education. The training was attended by 27 educators: youth workers, teachers, youth leaders, trainers and activists from 8 countries: Hungary, Poland, Lithuania, France, Russia, Ukraine, Armenia and Georgia. The training programme was based on the principles and methods of non-formal education, using group discussions, presentations, interactive real-life learning experiences, simulation exercises, team-building and familiarisation activities, creative project development, individual practice, small group practice, testing, post-project development and networking. Some of the issues discussed during the course and practiced by the participants. Product creation was a key approach to the methodology - the course resulted in 13 educational games. The local phase allowed participants to test prototypes of the games created. The second "Homo Ludens in Youth Work Lab" seminar took place from 06-12 June 2022 in Murzasichle, Poland. It allowed the participants to reflect and analyse the results of the local testing phase, to further develop the games and to gain valuable insights into the user experience (UX) in games. The event was attended by 25 educators: youth workers, teachers, youth leaders, trainers and activists from 8 countries: Hungary, Poland, Lithuania, France, Russia, Ukraine, Armenia, Georgia. Some participants decided to update their games and some developed new games during the seminar in the framework of a hackathon. The seminar resulted in 7 new educational games. For both activities, all practical exercises were engaging, carried out individually or in small groups, which were often mixed. This allowed participants to work with different people and share their experiences. During both phases of the project, participants had many opportunities to practice their knowledge and skills in game design. In summary, despite the difficulties and obstacles caused by Covid-19 and the war situation, the project was a success (for the participants and the Russian site). The professionalism and flexibility of the partners and their commitment to the profession and the project contributed greatly to this.

Project partners (8)