Back to search

Gaming for Learning - Exploring gamification in youth work

2020-3-PL01-KA105-0947042020Youth mobilityfinalized
Countries: PL|DE|AZ|MD|IT|HU|GE|UA · Grant: €42,120
Inclusion - equityCivic engagement / responsible citizenshipYouth (Participation, Youth Work, Youth Policy)

Objectives

The project "Gaming for Learning - Exploring gamification in youth work" aimed to address several challenges that were prevalent in Europe and EaP countries. These included weak youth participation and civic engagement in rural areas and outside urban hubs, limited opportunities for youth workers to explore new youth work methodologies and exchange practices with foreign colleagues, formal education systems struggling to provide key competencies required for youth to become active and responsible citizens, youth work being under-recognized in various contexts, and a mismatch between necessary competencies and actual skills gained through formal education. The needs of the final beneficiaries, young people aged 16 to 25 years old who benefited from the activities offered by the 8 partner organizations, were identified as follows: learning to learn as a core need of young people, developing civic and social competences to become active citizens and engage socially, and discovering ways to engage in their local communities through volunteering, solidarity actions, and policy dialogues. The project aimed to strengthen the capacity of youth organizations in Europe and the Eastern Partnership region to foster the civic and social key competencies of young people through the use of gaming as a non-formal educational tool. The project aimed to strengthen the capacity of youth organizations in Europe and the Eastern Partnership region by using gaming as a non-formal educational method to foster the civic and social key competencies of young people. The specific objectives of the project were to qualify youth workers in using gamification as a non-formal educational tool, to promote international cooperation and educational partnerships among youth organizations in the Eastern Partnership region and EU countries, and to increase awareness of gamified approaches in non-formal education for young people by disseminating project results and resources among targeted local communities. The consortium of youth organizations decided to carry out this project because it aligned with their mission to provide non-formal educational opportunities for young people in their communities and support youth organizations in Europe and beyond. They recognized the need for updating youth work methodologies and building cross-cultural educational programs to deepen competencies and tools while fostering international cooperation with peer youth organizations. Ultimately, these efforts aimed to benefit the local young people they worked with.

Project partners (8)