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Climate Game Hub

2023-1-DE04-KA152-YOU-0001139932023Mobility of young peoplefinalized
Countries: DE|EE|AM|GE · Grant: €49,472
Environment and climate changeReception and integration of refugees and migrantsNew learning and teaching methods and approaches

Objectives

Young people today feel very anxious about climate change and believe that the educational system has not prepared them for this generation's challenges. While they are motivated to take action and make their voices heard, they feel the need to be equipped for the task and are looking for ways to be adequately educated about climate change. Games are increasingly used in educational settings to inspire curiosity, creativity, collaboration, optimism, and problem-solving skills among a wide range of audiences. Educational games address real-world challenges, compress time and space, encourage systems thinking, and promote active engagement, making them particularly well-suited to climate change education. This project combined climate science and education with gameplay and design to harness the power of educational games in enhancing understanding of climate change impacts and solutions. The project was anchored in inclusion and equity. Young people from disadvantaged backgrounds, including refugees, migrants, and those who had fled the war in Ukraine and the Karabagh war, were proven to be more vulnerable to climate change impacts because they often lacked options that other privileged youths had. Additionally, their situation required more support to engage in non-formal education and integrate into their new environments. Overall Aim of the Project: The three-staged Youth Exchange Project, "Climate Game Hub," aimed to create a learning environment where young people would be educated about climate change impacts and solutions through innovative games and be motivated to spread this culture of learning through games in their local communities. The project consisted of three stages and encompassed two youth exchange activities: Stage #1: Youth Exchange A1 in Yerevan, Armenia (20–29 June 2024) Thirty-two young people from four countries (Germany, Armenia, Georgia, and Estonia) gathered in Armenia to achieve the following objectives: - Connected young people with the best available science-based information about climate change and introduced them to climate change adaptation resources. - Played, learned, and reflected cooperatively using climate games. - Promoted the power of learning and educating through games. - Raised awareness about the consequences of climate change’s impact on young refugees, migrants, and those who had fled the war in Ukraine and Armenia, as well as explored ways to support them. - Equipped participants to engage in their communities by establishing local “Climate Game Clubs” in Stage #2, where they invited others to play games and learn about climate change. - Decided on themes, topics, and methods for Youth Exchange Activity A2. Stage #2: Establishing “Climate Game Clubs” After the first exchange, participants initiated “Climate Game Clubs” in their local communities, where they regularly invited local youth to play games and learn about climate change impacts. A network of eight clubs was formed, organizing periodic competitions and social gatherings. These activities made climate education more appealing to young people and set the stage for the third phase of the project. Stage #3: Youth Exchange A2 in Yerevan, Armenia (16–23 November 2024) Thirty-two participants reconvened in Armenia to: - Share best practices related to the launch and management of “Climate Game Clubs” (Stage #2). - Explore game development resources and inspire participants to create their own climate games addressing climate change impacts in their local communities. - Break the climate spiral of silence by creating climate-based initiatives and projects for young people with fewer opportunities, particularly refugees and migrants, to be applied under Erasmus+. - Promote Erasmus+ and explain how young people could get involved in it. - Create the “Online Depository of Climate Games” to spread knowledge and tools to a broader audience. The Youth Exchanges were based on non-formal learning methods and principles, including self-reflection, intercultural communication, cultural submersion (using the DIVE Model), group discussions, interactive presentations, and participant-led workshops. Most importantly, this project used game-based learning to motivate participants by making content relevant, immersive, and engaging. Games required players to think strategically, solve complex problems, “fail fast,” and collaborate across disciplines—making learning about climate change both fun and impactful!

Project partners (4)