The project aimed to develop and empower specific competencies in designing educational games for youth workers, facilitators, educators, and trainers, focusing on topics related to radicalization, social exclusion, and marginalized youth. The objectives of the project were as follows: - to analyze the reasons for youth radicalization and identify the needs that should be addressed to prevent potential radicalization. - to facilitate the exchange of experiences among youth workers and evaluate the situation of socially excluded groups across Europe. - to explore the fundamental elements of gamification in education and its relevance to individuals' nature. - to develop educational scenarios based on board games to be utilized as a powerful tool by participating organizations in addressing the issues of youth radicalization and social exclusion. - to examine the use of video games and online games and their impact on the personality and development of young people. - to equip youth workers with practical skills in creating, implementing, and facilitating learning processes using educational games tailored to their work with young individuals. - to create and test educational games or gamified systems specifically designed for the target groups of participants. Throughout the project, participants acquired and improved competencies related to gamification, game-based learning, and addressing radical attitudes towards refugees, minorities, and socially marginalized groups in society. The focus was on developing skills, knowledge, and attitudes that would enhance the participants' ability to engage and motivate young people while increasing awareness, information, and education levels among marginalized youth.