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The Magic Circle: Game and Narrative design as a tool for social inclusion and youth empowerment

2019-2-IT03-KA105-0168102019Youth mobilityfinalized
Countries: IT|BE|ES|IE|PL|UK|RU|EE|FI|DE|DK · Grant: €60,624
Youth (Participation, Youth Work, Youth Policy)Intercultural/intergenerational education and (lifelong)learningNew innovative curricula/educational methods/development of training courses

Objectives

The project "The Magic Circle: Game and Narrative design as a tool for social inclusion and youth empowerment" has trained 25 youth workers, youth leaders, educators and volunteers from Ireland, Spain, Belgium, Finland, Estonia, Germany and Italy in development, adaptation and facilitation of games and methodologies for working with young people (with a particular focus on young people at risk of exclusion) in order to integrate the themes of intercultural dialogue and social inclusion to the dynamics of play. The project consisted of a training and two consecutive cultural exchanges. The youth workers trained during the training became the youth leaders of the groups participating in the cultural exchanges and played both a facilitator and mentor role. After the initial training the participants undertook to organize local actions in which to disseminate the project results, put into practice the acquired skills and create play opportunities for young people with different backgrounds. The cultural exchanges consisted of a first mobility for participants between 18 and 30 years old and a second mobility for participants between 14 and 17 years old. For a week the participants could experience the horizons of the game for educational purposes and could test different board games in public gaming events. The project started from a simple premise: games can be a powerful educational tool. The "Magic Circle" is the space within which the rules of the "real" world are suspended and leave room for a new shared reality. Within the circle, players are naturally prepared to communicate, collaborate, share, and question themselves while having fun. The specific objectives of the project are: -Involve participants from disadvantaged backgrounds at risk of social exclusion. -To contribute to the educational processes of other young people, thereby creating sustainable pathways of lateral emancipation between them. -Explore different analogue and digital gaming tools for the development of educational activities and games that promote youth empowerment and European values.

Project partners (15)