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Game elements in NFE

2020-3-LV02-KA105-0034882020Youth mobilityfinalized
Countries: LV|HU|PL|NO|ES|IT|CZ|RO|EL|SK · Grant: €15,941
New innovative curricula/educational methods/development of training coursesIntercultural/intergenerational education and (lifelong)learningInternational cooperation, international relations, development cooperation

Objectives

The fourth industrial revolution is fueling accelerated change in society and the workplace. Technology advancements, socio-economic and demographic changes are shifting expectations and placing new demands on society. While these changes hold great promise, education systems will need to respond to prepare students for the future. While students will still need 21st century skills like collaboration, communication, critical thinking, creativity and computational thinking, it’s becoming increasingly important to equip students with the technology skills they’ll need to thrive in a digital economy. Skills like cloud computing, artificial intelligence, machine learning, productivity and more are already in demand in organizations around the world, yet jobs remain unfilled, and the talent gap persists and is set to widen(Microsoft Education Team (2019). The new generation has grown in the digital era, therefore they have different learning styles, new attitudes to the learning process and higher requirements for teaching and learning. Educators are facing challenges on how to implement new approaches and methods that would allow young people to be active participants with strong motivation and engagement to their own learning. One of the efficient strategies that can be used is gamification - it can be integrated to all platforms and can help to engage student learning. According to numerous research, the use of game mechanics improves the ability to learn new skills by 40% (Giang, 2013), increases motivation for 67 % (Rahman 2018). Game approaches lead to a higher level of commitment and motivation of users to learn. That is why decided to cooperate with different organisations who have good practices on the topic of game-based learning in order to create something concrete to enhance the quality of youth work for the benefit of young people, especially disadvantaged ones. AIM The main aim of the project was to create more innovative ideas within youth work on the methodology that is being used to educate youth by allowing youth workers to share the best practices on gamification and digital learning from their local communities to international communities. This, in turn, will increase their knowledge of the broader youth diversification in the European community of other countries. OBJECTIVES The objectives of the project were: • To create a space for a discussion on the learning methodology of non-formal education in relation to game-based learning and promoting intercultural learning and fight to radicalization with it. • To share the best practices related to gamification created by the youth workers in order to discover & improve the methodology used in different regions around European countries • To break down stereotypes about gamification by discussing its effects of it on youth and how youth workers can utilize gamification • To enhance the use of game-based learning and gamification to fight radicalization and xenophobia by furnishing competences on intercultural learning • To provide an opportunity for organizations and youth workers to widen their network of NGO’s working with similar ideas and start new partnerships to develop at least one strategic partnership project idea on gamification and to be applied in the future deadlines • To create a tool-kit for youth workers based on good practices shared, results and tools on game-based learning to be used to promote ICL and fight radicalization ERASMUS+ matching objectives In relation to the objectives of the Erasmus+ programme and this action matching the objectives, this project works on improving youth methodology and implementation of best practices that involve youth and youth workers; it addresses disadvantaged groups and strengthens the ability of youth workers to operate effectively on a larger international level. An important aspect that the project addressed the significance of gamification in the field of youth work. The project will attempt to break down barriers of the use of gamification and learn more about the different uses of gamification in a person's personal and professional life. Additionally, the interaction of the youth workers in further developing their methodology through the exchange of best practices of organizations that possess different specializations in the areas of youth work, particularly reaching youth with fewer opportunities. The project addressed the improvement of the synergy between organisations that participate in the seminar, it improved the quality of youth work around Europe and it will increase the engagement of youth through the implementation of innovative tools and methods in youth work such as gamification.

Project partners (10)