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Explore Climate Change Through Games

2021-1-LV02-KA152-YOU-0000082702021Mobility of young peoplefinalized
Countries: LV|TR|ES|PT · Grant: €53,178
Environment and climate changeDigital skills and competencesDigital youth work

Objectives

Idea of the Project, Needs of Young People and Organizations, and the Target Group: Our project aimed to provide young Europeans with the competencies, skills, and knowledge they needed in a rapidly changing society. We offered a non-formal environment for young people to meet with decision-makers to discuss climate change through games, promoting European integration and democratic participation. We developed digital and hard copy board games featuring fictional characters to raise awareness about climate change and promote young people's influence on decision-making processes. Our project used dragon dreaming, non-formal, and informal learning techniques to create an environment for young people aged 16-30 to gain information, share ideas, develop empathy, think deeply, compare, and ask questions. We successfully completed our project with a youth-friendly and sustainable final intellectual activity. The digital board games we created can be used by youth workers to continue raising awareness about climate change among young people. Our project's objectives were: *to raise awareness among young people about the importance, causes, consequences, and possible solutions to climate change and to achieve the EU Youth Goals, *to enable youth workers, volunteers and young people to acquire knowledge about the climate change problem and possible solutions, to be able to share it with their peers through the use of educational concepts based on educational board games, *to share experience and competences amongst partners in gamification educational methods and climate change, *to let young people have a connection with public administrations, NGOs that are active in the social processes which affect their life and the elected policymaker to be heard by them when they express their opinions, *to empower belongingness to society and EU, and citizenship competences of young people, *to gather local, national and international decision makers and young people together to discuss climate change, *to give young people support in their self-improvement and empower their active citizenship and European identity, *to promote informal and nonformal learning techniques, learning mobility of groups and individuals and active participation among young people, *to help young people with active participation in their society by providing them with such opportunities, *to provide learner centeredness and interactive methods for the participants, *to let young people develop their critical thinking, discussion abilities and creativity, *to empower democratic participation of young people and make sure that they can have a sufficient influence on the decision-making processes connected to society, *to have innovative, intellectual and eco-friendly activities, *to raise awareness about making environment friendly and sustainable mobility projects, *to give place to more participants with fewer opportunities in the organizing teams, *to develop speaking in foreign language skills, self-improvement and self-respect of young people, and raise intercultural awareness, *to improve participants’ digitalization, gamification and using board games as a nonformal learning technique competences and skills, *to raise awareness about Erasmus+ Programme and show a supportive approach to newcomers, less experienced organizations and youth groups, *to ensure that participants will have a full grasp of the method set, understand game-based learning, how to use and create educational digital/hard copy board games and will be able to use gained skills in the organizations they work in, *to enable youth workers, volunteers and young people to strengthen understanding of climate changes by using educational concepts based on educational digital/hard copy board games.

Project partners (4)