CONTEXT, BACKGROUND OF THE PROJECT The project gathers 4 international organizations with background in various fields, in order to produce results together. CEFIG will provide background from Social Entrepreneurship, Soeholm 4H will add their part of designing a simulation game, LOGOS their experience with designing Escape Rooms and EUducate their ability to develop board game mechanisms and game assets. OBJECTIVES OF THE PROJECT We have formed the following objectives of the project: 1) To share experience and competences amongst partners in Gamification Educational Methods and Social Entrepreneurship. 2) To present Social Enterprises as a way to bring sustainable social impact and promote inclusion amongst youth and youth workers. 3) To help youth workers develop entrepreneurial skills amongst youth by creating innovative educational methods on Social Entrepreneurship. 4) To create a guide, which will enable educators to easily use these specific tools in their daily work. 5) To disseminate gamification and NFE to youth workers in participating countries, but also share it amongst our networks in the EU. DESCRIPTION OF ACTIVITIES C1:International training of youthworkers/game designers 7-days residential activity designed to exchange knowledge and experience amongst partners in the first part and combine them to develop working game-loops or beta-versions of the games we will be developing as main intellectual outputs. C2: International training of youthworkers 5-days residential activity designed to coach youthworkers into using the created tools and ask them to help us develop a guide for practitioners, which will enable outsiders to use the tools without going through this training. ME: Multiplication events 1-day seminars hosted in all 4 countries, where games will be prepared so participants can experience them and see young people playing. Participants will get all materials to use the games and guides. NUMBER AND PROFILE OF PARTICIPANTS C1: 20 participants, english-speaking youthworkers/gamification experts, game-designers with experience in youth work. After the activity, participants will do follow-up workshops in their home communities. 8 participants will be people with fewer opportunties. C2: 20 participants, english-speaking youthworkers/teachers/trainers, who want to take on gamification tools as their practice, get a little inside on game-creating and are ready to share it amongst their colleagues.After the activity, participants will do follow-up workshops in their home communities. 8 participants will be people with fewer opportunties. ME: 30 participants per country. Youthworkers/teachers/trainers, English is no longer a requirement, seminars will be hosted in national languages. Participants will be people who are educators and look to adapt already developed tools and can share it amongst their networks. Participants will be chosen from geographically distant regions. All applicants for this event will get the materials by email. METHODOLOGY The overall goal of the project is to promote non-formal education and gamification as a method of educating young people. During the project in all activities, we will also be using non-formal education. RESULTS - Implementation of 2 international tranings for youthworkers - Implementation of 4 national seminars - Creation of 2 gamified educational tools on Social Entrepreneurship IMPACT - Raising competences of youthworkers present on C1 and C2 - Raising competences of young people, who are participants of workshops hosted with our tools - Promoting Social Entrepreneurship as an inclusive and sustainable way of doing social impact. - Promoting NFE and Gamification as good educational methods - Promoting Erasmus+ amongst youth workers and young people LONGTERM BENEFITS - Raised capacity of participating organizations. - More competent youth workers, who have been part of this project. - Huge potential of our developed methods being used for the next decades.
We planned the following OBJECTIVES: 1) To share experience and competences amongst partners in Gamification Educational Methods and Social Entrepreneurship. 2) To present Social Enterprises as a way to bring sustainable social impact and promote inclusion amongst youth and youth workers. 3) To help youth workers develop entrepreneurial skills amongst youth by creating innovative educational methods on Social Entrepreneurship. 4) To create a guide, which will enable educators to easily use these specific tools in their daily work. 5) To disseminate gamification and NFE to youth workers in participating countries, but also share it amongst our networks in the EU.
This project was following up on our previously finished or running KA1 projects, where we tackled topics of innovative methods in education or the topic of Social Entrepreneurship (SE). With this KA2, we were able to train "ambassadors" of NFE and gamification in all countries by gathering them in two international activities and involving them in local Multiplier Events. As a main result of the project, we wanted to prepare comprehensive gamified activities practitioners can use in their educational programmes, in the topic we found the most difficult so far according to the feedback of our previous participants, but also very important - Social Entrepreneurship. NEEDS we were aiming to meet: 1) To find a meaningful way to exchange best practices in areas each organization lacks expertise on. 2) To introduce an option of running a sustainable business with social impact, potentially even while including people with fewer opportunities. 3) Transfering entrepreneurial skills to youth through youth workers by training them to deliver needed competences. 4) To share effective educational tools to transfer these skills without having deep practical knowledge on the topic. 5) To get new, innovative methods in youth workers toolboxes.