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P.L.A.Y. Play, learn, act more effectively with and for Young people

2022-1-IT03-KA153-YOU-0000694592022Mobility of youth workersfinalized
Countries: IT|EL|CY|BG|ES|RO|PT · Grant: €16,231
Creativity, arts and cultureDigital youth workInclusion of marginalised young people

Objectives

The main aim of this Training course was to raise awareness of the real possibilities gaming can offer, experiencing a training week immersed in high quality gaming setting. Participants could approach the world of smart games, especially boardgames, role-playing games, and explore topics related to the use of these kind of games in education, training and work. They experienced how game can train, vehicle a lot of competences, such as cognitive, social and relational competences, useful both in the personal and social empowerment and in the labour market. Through this training we wanted to dimonstrate how, through the Game based learning game is become a fondamental mean in the social cohesion. All that is important for our partnership, composed in the most part, by organizations that want through this training sthrengthening their own bonds with young people affected by several disadvantages. The application of this new methodologies means for us to help our target group to facilitate their integration in society. Our youth workers and youth leaders are able through the conduction of gaming experiences to train specific competences and consequently they are able to support better their young people, especially about their own learning process and the competences acquired. Said that, in detail, through this training we aimed: 1) To Enhance youth workers, youth leaders, educators to deepen the knowledge about smart games (particularly board games, role games) as tools that may be used in their daily work with Young people, especially with those who are disadvantaged, because game is a daily tool with a way to approach more immediate; 2) To explore the world of gamification and of games - based - Learning. The pax discovered how nowadays the game dynamics are constantly used in totally different areas of interest, compared to how real games are used, and so they learned how game nowadays is a daily tool in educational, training and work field. 3) To enable Youth workers e Youth leaders to lead young people to use the game in a conscious and non-passive way that leads to train and vehicle several competences useful both in the personal empowerment and in the labor market; some of these soft skills are: team work, problem solving, critical and strategic thinking, decisional capacity, capacity of analysis and etc. 4) To equip youth workers, youth leaders with the basic elements of the game designer, to approach the construction of smart games for educational use. They acquired the elements of mechanics of games will allow youth workers to immediately be awarer on how to adapt games in their daily work with young people. The other operation relates to the game design activity in the proper sense, stimulating the participants in orderto create their own educational games. 5) To enable the internationalization of involved organizations: participants confronted themselves with other colleagues from Europe, sharing and acquiring several working methods that can use in their own organizations, improving the quality of learning opportunities offered to young people and creating for them new and more attractive paths of growth.

Project partners (7)