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Play It Until You Make It

2023-1-DE04-KA152-YOU-0001445902023Mobility of young peopleongoing
Countries: DE|PL|LT|TR|BE|GE · Grant: €19,368
Digital skills and competencesDigital transformation planning and implementationKey competences development

Objectives

The youth exchange project “Play It Until You Make It” aimed to raise awareness about gamification and digital/game-based learning and to empower youngsters to engage in digital transformation. By implementing this project, we wanted to increase their learning performance, motivation, and engagement level, since we believed that the game/digital-based methods make the learning process more enjoyable and interesting for them. We aimed to show the difference between traditional learning systems and innovative approaches, analyze the benefits, and allow participants to experience it practically. Since old teaching methods are more focused on the rules and giving the knowledge to the students only for the exams, we wanted to introduce the engaging aspect of gamification or game-based learning. At this point, we aimed to share the approaches that are focused more on recognizing the concept and making the learning process easier. Therefore, we created the following objectives for our project: - To promote awareness, best practices, and key concepts of Gamification and digital/game-based learning; - To identify the value of the differences between gamification and digital/game-based learning, its elements, and specific knowledge through non-formal methodology; - To motivate young people to become involved in digital/game-based activities by ensuring education about how to be integrated and how to create concrete activities with the goal of making positive changes in society; - To give young people the opportunity to go through the process of gamification and game-based learning and to realize the non-formal way of learning and how it is functioning; - To promote the inclusion of young people in international activities and new ways of gamification and digital/game-based learning; - To acquire the best gamified practices and tools, practically experience them, and understand the advantages of it the traditional learning style; - To promote Erasmus+ opportunities. By fostering a collaborative environment among participants from diverse backgrounds, we aimed to enhance cultural exchange and mutual understanding. We expected that through this project, participants would gain knowledge and skills in gamification and digital learning and build friendships and lasting relationships. We intended to equip participants with the skills to adapt to the rapidly changing digital landscape, making them more competitive in the job market. They were introduced to innovative educational tools. We tried to demonstrate the potential of gamification and digital learning to educators and stakeholders in the participating countries, encouraging them to implement more engaging and effective teaching methods. We wanted to improve the skills that youngsters lack in the traditional learning system. Mostly these were the practical abilities, creativity, intercultural dialogue, soft skills and the engagement level of youth in the learning process. By offering the workshops through non-formal educational methods, we aimed to inspire youngsters and increase their learning performance. Besides, by engaging participants in the Erasmus+ youth exchange, we gave them the chance to learn more about Erasmus+ opportunities and widen their vision about extracurricular activities. 6 organizations from 6 countries collaborated and created this project to allow youngsters to experience the learning process through non-formal methods and promote the value of gamification and digital-based practices. We gathered the feedback and motivation from partners regarding their aim; and why this project was important to them: FrauFam, wanted to get involved in this project because they focus on helping women and families through education and integration. They aimed to boost youth's digital literacy and gamification skills, making learning more fun and engaging. The Youth Center of Georgia saw this as a great opportunity to introduce new, game-based learning methods to Georgian youth, helping them pick up practical skills and become more active in their communities. Maison du Peuple d'Europe Huis van het Volk Europa asbl-vzw - Their goal was to use gamification to bring young people from different cultures closer together. however the organization has internal changes and during our project, the organization faced issues in completing the team. Stowarzyszenie EDUQ in Poland wanted to improve their teaching methods by integrating gamification, believing it would motivate their youth and improve learning outcomes. VsI uMunthu from Lithuania joined the project to promote social inclusion and critical thinking among young people. They aimed to equip youth with digital skills and innovative tools to boost creativity and problem-solving. Lastly, LYKIA IZCILIK VE DOGA SPORLARI KULUBU DERNEGI in Turkey saw this as a chance to mix outdoor activities with digital learning, creating a well-rounded educational experience that strengthens both physical and digital skills.

Project partners (6)