The main idea of this project arises from the need to generate tools to support young people in the job search. The context prior to the crisis generated by the coronavirus, already painted a complicated landscape in terms of youth unemployment, 32.7% in Spain, according to Eurostat data, 29% in Italy, 19% in France and a crisis about to explode that is expected to shoot up those numbers. It is in this uncertain and hopeless context, is in which we propose a strategic partnership that allows the creation of useful and innovative tools, based on gamification, for working with young people in search of employment. Tools that allow youth workers, job counselors, educators, social workers ... to reach out unemployed young people so that they can develop their transversal skills and face the job search with guarantees of success. Thus, the final recipients are the young people who are unemployed and at risk of social exclusion. In short, the project contemplates the creation of 5 educational games, and a platform that will constitute a toolbox for youth workers. In addition, the staff of the different organisations involved will be trained on game development, as well as a team of local youth workers. The objectives of the project are: 1. Provide youth workers, counselors, educators ... gamification-based tools to fight youth unemployment and encourage the development of soft skills in youth. 2. Provide a space for the exchange of knowledge, ideas, contacts and experiences between organizations that work to combat youth unemployment. 3. Share useful knowledge for the training of young people, enhancing their individual skills and characteristics that facilitate access to the labor market. 4. Promote creativity and innovation in concrete actions to promote youth employment. 5. Create a set of educational games that promote the development of soft skills in young people and facilitate their future incorporation into the world of work. 6. Put into practice the tools and games created so that the target youth can expand their capacities and opportunities in the job search through experimentation and experiential methodology. The expected impact of the project would be: For participants (educators and youth workers): - The increase of competences, skills and tools of educators and youth workers to guide NEET through experiential methodology. - The expansion of their knowledge of specific content of the European dimension and transversal content of gamification and employability. - The specialization in gamification: creation, development and application of games as an educational method. - The integration of ideas, methods and innovative material for employability and job search. - Membership in a network of trainers at a European level that promotes mobility and can promote youth employment. - Developing key skills by working with an international team and incorporating creative problem solutions. For organizations: - The expansion and comparison of existing theories, ideas, practices, methods and materials in order to better support our target groups in local and European projects. - The integration of knowledge and specialization in the fields of employability and gamification. Expansion in the methods and kits of educational material adapted to the context of each organization. - The ability to reach new audiences - Belonging to a network of organizations linked to employability and gamification and the consequent potential for lasting collaboration For the target group (NEET youth): Personal development of key competencies and other skills essential for employability. - Increased self-confidence. - The expansion of tools and strategies to face job search processes. - The development of your professional itinerary. - The improvement of their ability to communicate and teamwork, their linguistic and intercultural skills, their empathy and their ability to live with diversity. - The increase in their ability to identify prejudices and cultural stereotypes related to the workplace and their ability to disarm them. - Expanding knowledge about situations and experiences of other young workers in Europe, as well as the Erasmus + program and its opportunities.
Los objetivos del proyecto eran: 1. Proporcionar a los trabajadores juveniles, orientadores, educadores... herramientas basadas en la gamificación, para hacer frente al desempleo juvenil y fomentar el desarrollo de habilidades blandas en la juventud. 2. Proporcionar un espacio para el intercambio de conocimientos, ideas, contactos y experiencias entre organizaciones que trabajan para reducir el desempleo juvenil. 3. Compartir conocimientos útiles para la capacitación de los jóvenes, potenciando sus habilidades individuales y características que facilitan el acceso al mercado laboral. 4. Promover la creatividad e innovación en acciones concretas para la promoción del empleo juvenil. 5. Crear un conjunto de 5 juegos educativos y una "caja de herramientas" para trabajadores juveniles, que fomenten el desarrollo de habilidades blandas en los y las jóvenes y faciliten su futura incorporación al mundo laboral. 6. Poner en práctica las herramientas y juegos creados para que la juventud objetivo pueda ampliar sus capacidades y oportunidades en la búsqueda de empleo a través de la experimentación y metodología vivencial.
Este proyecto se realizó con el objetivo de dar apoyo a los profesionales que trabajan dando apoyo a los jóvenes desempleados. El contexto de desempleo juvenil previo a la crisis generada por el coronavirus era ya complicado 32,7% en España, según los datos del Eurostat, 29% en Italia, 19% en Francia y se preveía una crisis devastadora que solo podía empeorar la situación. Trabajando conjuntamente con entes locales en proyectos de orientación laboral, detectamos una necesidad de renovación de las herramientas usadas. Por todo ello decidimos plantear un partenariado estratégico con socios europeos y teniendo en cuenta las necesidades de los jóvenes locales y los entes locales, que permitiera crear herramientas útiles e innovadoras, basadas en la gamificación, destinadas a trabajadores juveniles, orientadores laborales, educadores, trabajadores sociales... tendiendo una mano a los jóvenes desempleados, dotarlos de capacidad para desarrollar sus competencias transversales y a su vez encarar la búsqueda de trabajo con garantías de éxito. Así pues los destinatarios eran los propios jóvenes en situación de desempleo y en riesgo de exclusión social.