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Games for Brains- Innovative tools in Youth work

2023-1-LV02-KA153-YOU-0001404552023Mobility of youth workersfinalized
Countries: LV|AM|IT|UA|GE|EL · Grant: €12,922
New learning and teaching methods and approachesQuality and innovation of youth workKey competences development

Objectives

With the increase in mobility projects in Europe and internationally, we often faced a decrease in the quality of activities, which led to low motivation among participants and fewer acquired outcomes from the specific projects. This primarily stemmed from two reasons: 1. Many activity games, such as team-building exercises, simulation games, theories, icebreakers, and other non-formal education tools, had become so familiar and repetitive across all projects that participants did not learn anything new and knew these games by heart. 2. Youth workers, also familiar with all these activities, sometimes did not consider learning and implementing new ones. This not only influenced their productivity during presentations and facilitations but also affected their personal development, thereby not adding any value or interest to themselves. We implemented this project to address the notion of innovative game tools and enable youth workers to use them in the best ways possible. Participants gained a deeper understanding of how games could be implemented in youth work and discovered how games could be used as effective tools for energizing, promoting personal development, and building teamwork. The role of youth workers was of great importance in providing youth with empowering tools, allowing them to be better equipped to face the challenges of the immediate future by increasing their life opportunities while developing possible alternative answers to the issues they faced. This helped reassure them and made them more resistant to societal changes, as well as more willing to share and disseminate their knowledge within their communities. Through a detailed set of activities about the history of games and their stages and goals, participants understood the aim of each game, used them effectively in their work with youngsters, and simultaneously increased their productivity and self-development by facilitating these games with pleasure. With the guidance of specially invited experts, participants delved into the world of games and learned about the various components, types, and uses of games in different fields of non-formal education and for different purposes. Through an engaging and informative presentation, complete with visual examples, participants gained a deeper understanding of how games could be implemented in youth work and discovered how games could be used as effective tools for energizing, promoting self-development, and building teamwork. During our “Games for Brains” Training Course, we demonstrated practical game examples and activities that had been successfully used in youth work and provided insights on how to adapt them to match the specific needs of young people. Objectives of the project were; 1. To equip youth workers with the knowledge and innovative skills needed to adapt and use games for cognitive development in their work with young people. 2. To increase the team-building and tool development skills of youth workers. 3. To practically test the effectiveness of the games and activities through pilot sessions with young people. 4. To better understand the aims of games in particular targets and situations and share best practices with each other. 5. To support the development of key competencies such as critical thinking, problem-solving, and memory skills among young people. 6. To foster collaboration and networking among participating youth workers and organizations.

Project partners (6)