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Escape into gamification

2020-3-HR01-KA105-0945642020Youth mobilityfinalizedGood practice
Countries: HR|LT|MT|TR|RO|EE|EL|ES|IT · Grant: €19,740
New innovative curricula/educational methods/development of training coursesYouth (Participation, Youth Work, Youth Policy)Civic engagement / responsible citizenship

Objectives

Nowadays, when young people have the opportunity to choose what they will focus on and what they will devote themselves to from the multitude of available content, it is important to know how to attract the attention of young people, that is, to know when it is time to abandon outdated methods and focus on following trends and approaching to young people in their time. For this reason, we decided to focus on things in the field of work with young people and to deal with the topic of "gamification". Gamification is a concept in which elements of different games are used for other purposes, such as, in our case, learning and more effective work with young people. In order to explain the topic of gamification as clearly and as thoroughly as possible to the participants, the topic needs to be further processed, that is, the skills should be perfected through a concrete example that shows the possibility of using gamification in practice. In accordance with the above, after processing the gamification concept, it is necessary to process "escape room" as a game that, if used according to the recommendations, that is, the already developed gamification concept, can be used as an effective tool in working with young people. The main goal of this project and what we wanted to achieve with it is to adopt knowledge about the concept of gamification with the aim of encouraging and stimulating creativity and innovation in working with young people, with a special focus on the use of escape rooms as one of the possible tools whose creation and use in work with young people conditioned by the knowledge of the concept of gamification. The specific goals of the project were to develop a model for the use of gamification with a focus on working with young people; encourage creativity and innovation in working with young people and develop the aforementioned skills; get to know and master the process of designing and creating an escape room as an example of using the gamification process to process different topics, with a special focus on using it in work with young people; come up with the concept of an escape room as an activity/tool for working with young people that deals with a certain area that we focus on in working with young people, and which represents an area of explicit importance for young people and youth organizations; create a document containing recommendations and guidelines for the use of gamification with a focus on the created escape room.

Project partners (9)