“Escape to Your Future” is a project with a duration of 24 months and aimed to facilitate the social inclusion and employability of young people with disadvantaged background through innovative and non-formal methodologies such as gamification and game-based learning. Background and Context (internal and external) According to PORDATA, in 2018 there was a large number of inactive citizens in the European Union with fewer qualifications (more than 73 million persons with less than ISCED-5) compared to the population with higher qualifications (about 10 million with ISCED-5 or more), being the group with 15 to 24 years the group with higher level of inactivation. Various studies report that lack of interest and motivation increases the chance for dropouts after high-school (shorturl.at/iqELX), and in the same way the importance of game-based learning methodologies for a greater Engagement in Learning activities (shorturl.at/bsyA9). These studies are in line with the internal analysis made by the partnership. Both academic partners (C.E.Politècnics and ITA-ISTEC) have been using game-based learning methodologies in their courses to increase student’s motivation and engagement and the preliminary results showed to be positive. Also, the NGO in the partnership has been working with great success in numerous projects using game-based methodologies (e.g. serious games, escape rooms) in various contexts (e.g. social inclusion, domestic violence, creative thinking). Partnership The team is composed by entities with different areas of activity such as Centre d'Estudis Politècnics and ITA-ISTEC, Higher Education Institutions, and a, NGO, Logos, but with the same needs and concerns, promoting social inclusion, access to training and education through innovative methodologies and initiatives. Each partner has strong complementary skills that will be useful and beneficial for the project. Target groups Two main groups will be involved across the preparation, development, implementation and evaluation of the project. Firstly, the young people with different background disadvantages such as low income, high level of school dropout, geographical problems, digital illiteracy, including the NEET population. Secondly youth workers, trainers and educators that work daily with the mentioned population. It is expected to involve directly 30 participants on the project activities and over 200 indirect participants. Aims and activities This project intends to promote actions, to build contents, digital instruments, educational resources and to analyse the impact of innovative methodologies in the target groups and stakeholders, rooted in a process of civilisational change (social, political, economic and cultural). Always taking leverage of the individual skills and competences of each partner and each individual, anchored by the best research and state of the art practices. In sum the project aims to: 1) Identify and share good practices in game-based learning methodologies for Societal innovations (inclusion and employability). 2) (Re) and (up) skilling of youth workers. The access to a better success: Focus on basic and specific competences development. 3) Develop innovative non-formal methodologies and materials to assist youth workers. 4) Enhance employment and entrepreneurial skills of young people. 5) Ensure equity in the exercise of rights, namely to help citizens with disadvantaged backgrounds (social / geographical) to better integrate in society and in labour market. 6) Disseminate results (in a diversity of modes), promote impact (in youth workers, young people, non-formal education, society, policy and labour market), and to keep the results sustainable after the lifespan of the project. These objectives will be attained through a variety of activities such as innovative Intellectual outputs, e.g. mobile app on how to use gamification in learning activities, puzzles and riddles for skills development, escape box, and pedagogical guidelines), LTT activities (for youth workers and for young people) and multiplier events (to disseminate the outputs and better reach the stakeholders). Results, impact and long-term benefits In terms of results we hope to have high quality materials that can be used by all interested parties, mainly young people, youth workers and other teacher/training professionals, but also the organisations and the community. Moreover, we expect to increase the motivation and engagement of the learners and the tutors, that can lead to a better learning/teaching/training experience. Results that can be used in other areas of activities besides the ones directly addressed by the project. In terms of impact (long-term benefits) we hope to increase the opportunities for these young people to become more involved in society, to become more aware and responsible citizens, more active and decision makers of their future, culminating in better job opportunities.
This project has sought to promote actions, build content, digital and physical instruments, educational resources and analyze the impact of innovative methodologies on the target groups (youth workers and young people), rooted in a process of social, political, economic and cultural change. The objectives have been: 1) identify and share good practices in innovative gamification methodologies (inclusion and employability); 2) requalification and upskilling of youth workers with a focus on the development of basic and specific skills; 3) develop innovative non-formal methodologies and materials; 4) improve youth employment and entrepreneurship skills, 5) Guarantee equity in the exercise of rights and 6) disseminate results (in a variety of ways), promote impact, and keep results sustainable beyond the life of the project. These objectives have been achieved through activities such as innovative intellectual outcomes, teaching-learning activities (youth workers and young people) and multiplier events (to spread the products and better reach stakeholders)
Our project deals with upgrading the qualifications of youth and youth workers. At the time of applying, according to Eurostat in 2018, the school dropout rate was still very high in Europe. On the other hand, countries like Poland (partner country of the association) had lower numbers with 4.8%. This country is having good results using gamification methodologies in their classes and could share those practices with other countries in the association. Early school leaving leads to lower-skilled jobs with lower earnings, higher numbers of unemployment and social exclusion. According to PORDATA, in 2018 there was a large number of inactive European citizens with lower qualifications compared to the population with higher qualifications, with the group aged 15 to 24 being the group with the highest level of inactivation. Our project aimed to increase the social inclusion of young people by providing them with tools for better employment and better labor and social integration. In addition, we have promoted the participation, connection and empowerment of young people through business education and social entrepreneurship, transversal skills and the tools to approach an employer or create their businesses.