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Gamification is The Answer

2020-3-SK02-KA105-0026302020Youth mobilityfinalized
Countries: SK|GE|AM|RO|EL|LT · Grant: €22,950
Youth (Participation, Youth Work, Youth Policy)Inclusion - equityIntercultural/intergenerational education and (lifelong)learning

Objectives

Our main objective came from the need that we identified in the society. As we have evaluated satisfaction and engagement of youth during youth projects and identified that participants lose their attention and interest when they are interactively engaged with their minds and their bodies are not physically active. It is generalized for their entire lives. “Traditional” approaches of learning, studying, interacting have a bad influence on their self-motivation. Young people seek for challenges, cognitive and physical involvement and satisfaction. Based on our research we created a project which aims to share knowledge about gamification and game-based learning in order to solve the above-mentioned issue. These methods offered game design elements to promote desired behavior and drive learning outcomes. Simple examples we offered were: levels, feedback schemes, competition, simulations, role-plays. It was like applying joy to everyday life. These methodologies were used for solving the issues of decreased motivation, inspiring youth, raising their competitiveness and productivity, breaking bad habits. "Gamification is The Answer" was a space for youth to learn how they benefit from the added value of gamification. They could apply it to formal and non-formal environments, online and offline situations and gamify their learning process as well as their everyday lives. We were involving more and less experienced organizations from 6 different countries from Slovakia, Georgia, Lithuania, Greece, Armenia and Romania; hosting a project in Štúrovo, Slovakia and created an environment where partners were able to share their expertise and educate participants in order to enable them with the skills in gamifying situations. Our participants got empowered to bring more joy to their everyday lives and become multipliers of their competencies. With them our objective is to create local activities and spread the knowledge to local organizations, volunteers, activists and other stakeholders. "Gamification is The Answer" was an 8-day-mobility based on non-formal learning methods. Apparently, the methodologies we discuss are considered as “boosters” of non-formal learning. So, it was beneficial to partners to organizing these activities as they will apply it to the future projects of theirs. Participants taken part in workshops, discussions, debates; they played and learn, gamified situations; maked role-plays, simulations; attending masterclasses and putting their ideas into practice.

Project partners (6)