Our mobility of youth workers project GAM[EU]FY is based on integrating and developing game-based learning and gamification into non-formal education for youth workers by thinking about the role and potential of games and gamification in non-formal education can play. With this goal, we want to bring young people, youth workers, trainers, facilitators, mentors, gamers, etc. together to create a space for each participant profile to learn from each other and to understand all together how gamification can be used as a tool for providing innovative learning methods with the integration of game-based learning and gamification. Therefore, the project aims to deepen understanding of the use of game-based learning in non-formal education through gamification. We will have a Gamification ToolKit at the end of your project as our project output, which will be shared in Salto to be used in youth work projects as a reference. Problems: - Lack of application of innovative educational techniques in the youth work sector throughout the EU. - Major problems around participant motivation and engagement - The need for a better understanding of what gamification is, how it functions, and why it is a valuable Aspect to be integrated into non-formal education - The general lack of recognition of non-formal education in comparison with formal, academic education throughout the EU - Challenges to evaluate/measure the outcomes of non-formal education Aims and objectives: - to increase the quality of non-formal learning techniques in youth work - to empower the skills of youth workers by way of gamification - to encourage youth workers to integrate game-based learning into their youth work - to pioneer the recognition of skills, knowledge, and competencies of youth workers on game-based learning and gamification - to gather youth workers from organizations that use different gamification methods in the youth work - to improve the strategies that youth workers use to promote motivation and success of their activities - to encourage youth workers to use gamification in an effective way - to develop educational tools (toolkit) to be used in the field of youth work - enhancing the learning experience of both youth workers and young people - to provide a space for youth workers to build relationships - to raise awareness on how young people can recognize their needs in learning - to create a general consciousness throughout the EU of the effectiveness of non-formal educational techniques. In our project, participants (youth workers) will discover what game type is more convenient for their youth work and how gamification can be integrated into youth work. By learning the potential of gamification, participants will also learn about each other's cultures. They will work on prototypes, develop and evaluate them, meet with experts, implement and amend their prototypes, and design learning programs. They will also learn gamification concepts such as flow, agencies in games, the magic circle, and game elements such as narrative, mechanics, dynamics, and aesthetics. Mobility of Youth Workers Action supports the professional development of youth workers and so the development of quality of youth work at different levels through non-formal learning experiences and aims to contribute to the quality, innovation, and recognition of youth work. By considering these, the aims of our project that is related to the objectives of the action are as follows: - providing and developing conventional non-formal education opportunities for educational and professional development of youth workers by contributing to high-quality individual practice as well as to the improvement of youth work organizations - building a community of youth workers that can support the quality of projects and activities for young people in EU programs and beyond - developing youth work practices and contributing to capacity building for quality youth work of the participants and consequently their organizations and having a clear impact on the participating youth workers' regular daily work with young people. - the dissemination of knowledge and skills gathered during the project that participants would apply in their organizations to create a universal consciousness of the importance of alternative education throughout the EU. - designing activities to support particular knowledge-building and practice sharing linked to the objectives with the values and priorities of the EU Youth Strategy - having a clear impact on the participating youth workers who will take an active role in all the stages of our project (planning, preparation, implementation, and follow-up). - ensuring that the non-formal learning outcomes of the participants (youth workers) are properly recognized - the project outcomes (methods, materials, tools, the Gamification Toolkit) will be transferable and will be used within the participating organizations and beyond