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Learning from the Vikings

2021-2-DK01-KA153-YOU-0000397072021Mobility of youth workersfinalized
Countries: DK|NL|RO|SE|DE|IS|LU · Grant: €31,072
Creativity, arts and cultureEuropean identity and valuesQuality and innovation of youth work

Objectives

Seven youth organizations that have grown their partnership over the last years have identified the need to train their youth workers better in the use of ERA in order to meet the high demand which is driven by their youth activities. The project "Learning from the Vikings" is a training course for youth workers that is planned with the intention of spreading and further developing the European Roleplay Approach (ERA), an extremely successful learning approach that uses a role-playing game as a framework to teach a variety of skills, such as intercultural skills, social skills, communication skills, language skills, teamwork, creativity, leadership skills and more. Role-playing is seen as a framework that motivates and activates young people and opens their minds for learning. The training course we created for our youth workers focused on how to build the framework and connect the desired learning content with the game- based learning approach. The approach uses an immersive game that introduces young people to a stealth learning setting. The course prepared youth workers for implementing ERA (European Roleplay Approach). At the same time the project partners saw the project as a way to spread the role-playing methods through a training course and benefit from exchanging experiences between different countries. The partners have all been very active in creating and developing game approaches for young people and have run several youth exchange events in which they used ERA and focused on intercultural learning. The overwhelming success and continued high demand have encouraged the partners to explore the learning through role-playing approach further. The approach is used as a game that runs over several hours. Youths create heroes who attempt to accomplish tasks in an exciting setting, often set in the cultural background of a certain country. For instance, in the youth events we have tried a Norse mythology background, a Greek mythology background, and a Sami mythology background. Since different heroes have different skills and knowledge, cooperation is the key to overcoming the obstacles and successfully completing the game. Youth workers usually have the role of preparing the adventure in advance and take on the role of game directors during the event. They describe the adventure as a story in which the players, working in teams, can decide what their heroes do and say, so that they influence the direction of the storyline. The game can be played both inside and outside, making it possible for the teams to go on long walks and play in nature. The game does not involve computers, and it is designed on purpose to get youths away from electronic devices and engage in social dialogue. In this event the focus for the game setting was on the Vikings and their unique culture. This was a great setting to explore values of society and create conflicts through the game which touch on the personal value systems of youths. For instance, the question of ethical behavior can be raised when difficult choices have to be made to survive. The youth workers learned ERA by creating the Danish Viking setting for use with their own youths at home plus learn how to create settings that allow them to teach cultural heritage and explore values.

Project partners (7)