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You(TH) Play

2022-1-BG01-KA220-YOU-0000859822022Cooperation partnerships in youthfinalized
Countries: BG|PL|EL|BE|ES · Grant: €120,000
Digital content, technologies and practicesDigital youth workEnvironment and climate change

Objectives

The main aim of the You(TH) Play project was to strengthen the ability of youth institutions and NGOs to provide high-quality, inclusive digital environmental learning through innovative gamification technology and virtual spaces. The specific objectives were: - Building the capacity of participating entities to implement blended and modern learning approaches concerning environmental issues, utilizing gamified tools and virtual space technologies. - Developing high-quality content related to environmental preservation, such as game-based learning resources using virtual spaces. - Enhancing the pedagogical competences of youth workers and educators to enable them to deliver high-quality environmental education. - Sharing best practices for integrating game-based learning and environmental education.

Background

The You(TH) Play project was initiated to address critical needs within the European community, particularly in South-Eastern EU countries: - Lack of awareness and campaigning on environmental issues among young people - Limited readiness for digital and game-based learning on topics like climate change and sustainable development - Insufficient integration of game-based learning in youth work and education - Scarcity of effective environmental education solutions for youth workers - Need for engaging solutions to spark youth interest in environmental learning - Demand for best practice exchange among youth workers and educators - Lack of stakeholder involvement in environmental education - Insufficient focus on sustainable development in certain countries - Limited presence of environmental education in schools, especially in South-Eastern Europe These needs underscored the urgency of the You(TH) Play project, especially in light of the global significance of environmental challenges. The project addressed these challenges by employing digital gamification theories to create engaging learning tools, fostering environmental awareness among young people and promoting a better future.

Project partners (6)