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Play the Way!

2020-1-CZ01-KA105-0776182020Youth mobilityfinalized
Countries: CZ|GE|PL|LT|MK|LV|EL|BG|ES|RO · Grant: €49,214
New innovative curricula/educational methods/development of training coursesLabour market issues incl. career guidance / youth unemployment

Objectives

Youngsters are often demotivated by life, uninterested in taking an active part in the society or doing activities that are not directly connected to the fun. And fun is – due to peer pressure – often perceived as “hanging-out”, playing video games, drinking, smoking, etc. The word "learning" is having negative connotations for them and Youth Workers are failing to attract their attention and boost their civic engagement. Our proposed answer was gamification as a method which can change the A) communication of partners towards their target group, B) how Youth Workers are working with Youth, C) the approach of youth towards civic engagement that will also influence their employability. Our VISION was to bring HAPPINESS into the everyday life of our primary (youth workers) and secondary (youths) target group. Our GOAL was to 1) support youth workers with the creation of gamification mindset and personalised toolkit they can apply in their local circumstances, 2) and to increase the employability of the youth and switch their mindset towards education and work (volunteering) as something that can be pleasant We did it through 2 ACTIVITIES. 1st ACTIVITY was a training course about gamification. 2nd ACTIVITY was a Youth Exchange for target groups of our partners focused on the labour market (one of the most burning topics of every youth). Our OBJECTIVES were: A) To increase the mobility of 70 young people (30 youth workers for TC and 40 youngsters for YE where at least 50 % of youngsters will have fewer opportunities). B) To improve and develop personal and professional competences of participants, mainly gamification, creativity designing, project management skills for youth workers, and mainly the creativity, sense of initiative, solution-oriented mindset, team-work skills, learning to learn, communication skills for youth. C) Youth Workers will create personalised gamification toolbox applicable in many different contexts. D) To increase the employability of participating youth. E) To create a series of educational games and Youth Exchange focused on a topic of employability which is answering the needs of participating youth worker’s target groups. Project was linked to the following objectives of the Erasmus+ program in KA105: To improve the level of key competencies and skills of young people, including those with fewer opportunities. To promote the labour market. To increase learning mobility opportunities for young people, those active in youth work or youth organisations and youth leaders. To strengthen links between the youth field and the labour market. To enhance the international dimension of youth activities and enhance the capacity of youth workers and organisations in their support for young people in complementarity with the European Union's external action.

Project partners (10)