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Play. Engage. Participate.

2020-2-DK01-KA205-0752702020Strategic Partnerships for youthfinalized
Countries: DK|PL|ES|CZ · Grant: €137,010.56
Youth (Participation, Youth Work, Youth Policy)New innovative curricula/educational methods/development of training courses

Project summary

CONTEXT, BACKGROUND OF THE PROJECT The project gathers 4 international organizations with diverse backgrounds but shared values, in order to produce results together, namely 3 unique gamification tools (board, digital, and smaller games) that promote Youth Participation and Active Citizenship. Søholm 4H will provide the overall coordination and experience in digital game design; CEFIG will add their part of designing a simulation game; Las Ninas contribute with their deep knowledge of Youth Participation as well as assisting with administrative tasks, and YoWo will add their expertise in art, design and media. Together the partnership has a full capacity to high-quality educational games. OBJECTIVES The main aim of the project is to increase the youth participation in social and political life by increasing the organization’s expertise in creating and implementing relevant gamified activities as well as creating a number of specific innovative gamified tools that aim to address different levels of participation: personal, interpersonal, organizational and societal. Objectives: 1) To increase the youth worker’s and NGO’s competences and overall capacity to implement gamification methodology in youth work 2)To increase the competences of youth workers and NGO’s in the field of youth participation, its levels, challenges and strategies 3) To help youth workers increase participation and civic engagement of youth by creating innovative educational methods on Participation and Engagement. 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 methods to youth workers in participating countries, but also share it amongst our networks in the EU. DESCRIPTION OF ACTIVITIES C1: International training of youth workers/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: Blended mobility of youth 8-days residential activity designed to test the game prototypes with the young people in a real environment, get their feedback, and create needed adjustments, as well as start on creating comprehensive guidelines. 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 youth workers/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 opportunities. C2: 29 participants, English-speaking youth, who interested in participation and active citizenship. After the activity, participants will do follow-up workshops in their home communities. 8 participants will be people with fewer opportunities. ME: 40 participants per country. Youth workers/teachers/trainers, as well as youth. 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 but also young people themselves who are looking into new ways of participating in public life. 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 1 international training for youth workers and 1 blended mobility for youth Implementation of 4 national seminars Creation of 3 gamified educational tools on Youth Participation: a digital game, a board game, and a set of 4 smaller games ready to use and accompanied by guidelines in national languages IMPACT - Raising competences of youth workers present on C1 and C2 - Raising the competences of young people, who are participants of workshops hosted with our tools - Promoting Youth Participation and Active Citizenship among target groups - Promoting NFE and Gamification as strong educational methods - Promoting Erasmus+ amongst youth workers and young people LONGTERM BENEFITS Raised the 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.

Objectives

The main aim of the project was to increase the youth participation in social and political life by increasing the organisation’s expertise in creating and implementing relevant gamified activities as well as creating a number of specific innovative gamified tools that aim to address different levels of participation: personal, interpersonal, organisational and societal. Objectives of the whole project were as follows: 1) To increase the youth worker’s and NGO’s competences and overall capacity to implement gamification methodology in youth work 2)To increase the competences of youth workers and NGO’s in the field of youth participation, its levels, challenges and strategies 3) To help youth workers increase participation and civic engagement of youth by creating innovative educational methods on Participation and Engagement. 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 methods to youth workers in participating countries, but also share it amongst our networks in the EU.

Background

As a main result of the project, we aimed to create innovative gamified activities practitioners can use in their educational programs in the topic of YOUTH PARTICIPATION. This project was following up on several of our KA1 projects on Gamification, where we tackled topics of innovative methods in education. We we were also consistently working on the topic of Youth Participation and aimed to work on it strategically through a transnational KA2 project. We were able to train "ambassadors" of NFE and gamification in all countries by gathering them in two international activities and involving participants in local Multiplier Events. NEEDS that have been addressed by the project are as follows: 1) To find a meaningful way to exchange best practices in areas each organization lacks expertise on. 2) To introduce effective and comprehensive approaches to youth participation 3) Transferring values and competences of participation and active citizenship to youth through youth workers by training them to deliver needed competences. 4) To share effective gamified tools to transfer these skills without having deep practical knowledge on the topic. 5) To get new, innovative methods in youth workers toolboxes

Project partners (4)