The main objective of the project was to increase the professional capacities of the partner organizations by improving their practices around gamified learning environments for young people in the domain of citizenship education, youth engagement, and participation. Specifically, the project aimed to create a shared understanding of gamification as an educational approach, exchange and rethink methods, share best practices, and develop a common pedagogical framework for designing and facilitating gamified learning activities.
We applied for this project to address several needs identified within the context of the partner organizations' work with young people in the domain of citizenship education and youth engagement. These needs included the desire to strengthen professional capacities, particularly in the area of gamified learning environments, in response to the challenges posed by the pandemic and other crises. There was also a need for greater collaboration and exchange of best practices among the partner organizations, as well as a need to enhance the quality and inclusiveness of youth work, especially with diverse target groups.