The project GeT responds to the need for innovative methods to discuss sustainable consumption and links between local actions and global impacts in youth work and global citizenship education. The project aims at increasing the awareness and action of youth on sustainable consumption. In addition, it will offer youth workers concrete tools for innovative and engaging activities to encourage sustainable consumption and active citizenship amongst youth. During the project, four partner organisations involved in youth work in Finland, Austria, Spain and Italy will collect, analyse and disseminate best practices in using games and gamifying in tackling complex issues related to sustainability in youth work. These will be published in a toolkit covering best practices that are easily adapted for use anywhere. The partners will also use their expertise to develop a board game that will enable young people to learn about sustainable consumption in a fun, engaging way. The game will be a simple tool for youth workers and teachers to tackle the complex issues. It will be accompanied by clear instructions for educators and can be used in various settings. Through the national and international networks of the partners it will reach European organisations working with youth, as well as schools and educators. The outputs of the project will remain free for use in the as part of the partners’ services to youth workers, volunteers and educators, hence offering long term benefits for the communities. During the project the partners will meet three times to learn from each other and share best practices. The board game will be co-created with youth and launched in national events.
In general, partners wanted to address the needs that we had identified before the project. The partners wanted to contribute to improving the resources available for teachers and youth workers in their areas and especially build capacity in the method of gamification. Gamification is an innovative and high-impact possibility to reach young people and foster active participation. By implementing the project we wanted to strengthen the capacity of participating organisations that work in the field of sustainable development, sustainable consumption and circular economy. Also, we wanted to increase the impact of education for sustainable development through the use of non-formal education methods. Also, the partners wanted to increase their network of European partners and reinforce their position in their region as a provider of educational materials on sustainable consumption and circular economy. We also wanted to form relations with experts that could support our team on future initiatives.
Global production chains put the environment and people at risk in the Global South. At the same time, we know that behavioral change is necessary for us to meet the SDGs. There is a pressing need for both individual changes and political pressure for structural change. NGOs working with young people have an important role in supporting formal educational systems by offering high quality educational methods, services and materials. In addition, they can offer concrete channels for young people to become active citizens and change agents. In order to motivate the young people, the activities offered must be fun. This project addressed these needs using a gamification approach. It responded to the need for innovative methods to discuss sustainable consumption, circular economy and links between local actions and global impacts. Partners applied for this project to explore gamification as a new approach. They wanted to create effective materials to bring to schools and youth work to promote proactive learning. Also, they wanted to increase their own capacity and skills in non-formal education as well as on the topics of the project: sustainable consumption and circular economy