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Dragon Legion International Game Festival

2021-2-DE04-KA152-YOU-0000398482021Mobility of young peoplefinalized
Countries: DE|CZ|EE|IS|IT|NL|PL|ES|SE|BE · Grant: €39,110
European identity and valuesCreativity, arts and cultureBridging intercultural, intergenerational and social divide

Objectives

The project "Dragon Legion International Game Festival” was a youth exchange which used a game-based learning approach to teach intercultural skills as well as communication skills and social skills. In small international groups youths explored the world of board games and discover what a powerful tool they are to bring people together and to train a wide range of skills. The event took the participants from understanding how board games work to understanding how to use them to train their own skills as well as the skills of others. During the event the youths experienced four parts: - Playing board games to bond in international groups and to understand the element of fun - Analysing board games and mechanics through play-testing boardgame prototypes provided by professional publishers - Designing board games based on communication and creating prototypes to experience creative work in international teams - Presenting the created prototypes in front of a jury of professionals in the games industry and presenting games at SPIEL trade fair to an international audience in order to practice getting strangers involved in gaming and to get the confidence of applying game-based youth work approaches even after the event In this project the hosting country was Germany. The National Coordinators prepared the project in small online session in which they created workshops to learn about board games and decided on the learning goals. They also discussed how to best create conditions for intercultural learning in the workshop groups. Board games were used as a basis for intercultural value discussions. The participants went through reflection and discussion phases on a regular basis. They lived together for 8 days, divided into smaller mixed teams in which they shared small cottages and cooked together. Among the learning goals were developing teamwork, cooperation, and friendship in an international setting, improving soft skills and social competences, acquiring cultural understanding, raising awareness of other values and beliefs, and improving language and communication skills. The participants learned how all of these learning goals can be reached through gaming. In total we brought young people from 10 countries together. Some of the participants were young people active in voluntary youth work. Other participants were disadvantaged youths chosen with the help of youth centers. For them the project brought the potential to orient themselves better in society and to open their minds in ways that would never be available to them otherwise. The project was documented using pictures, videos, and written reports. Results were published on websites in various form and on Instagram. The groups involved used the opportunity of the event to create a European network in which the members can support each other better in their future activities. Giving young people the opportunity of cooperating, developing an understanding for each other, and building a lasting friendship is the impact we wanted to have on society. The participants are still actively involved in helping others, and thus they have an influence on shaping the minds of other young people and contribute to creating an open, tolerant, and united society in Europe. A special feature of the event is that it was embedded in the world's largest board game Trade Fair (Essen Spiel). Thus the participants had the opportunity to present their results to the world's gaming community on the last days of the event after they had the time to develop their own skills and their own confidence. This way we encouraged them to take on the role of leaders and help other youths learn and evolve in their home communities.

Project partners (10)