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Yeni Çağın Hastalığı: Dijital Oyun Bağımlılığı

2023-2-TR01-KA153-YOU-0001677302023Mobility of youth workersfinalized
Countries: TR|ES|PL|BG|PT|UA|IT|RO · Grant: €39,235
Digital safetyInformation and communication technologies (ICT)Digital transformation planning and implementation

Objectives

The digital age we are in has made technology an integral part of our lives. This age, which brings many advantages such as fast access to information, easier communication and diversification of learning processes, unfortunately brings along some negative habits. In particular, technology addiction is becoming increasingly widespread among children and young people; it appears in different forms such as the internet, social media, computer games and cell phone addiction. Among these types of addiction, especially gaming addiction stands out as a serious problem that threatens our children both physically, mentally and socially. The main reason for implementing our project was to draw attention to this growing problem, raise social awareness and offer concrete solutions. Children who spend most of their days in front of digital screens move away from movement, experience disconnection in peer relationships and weaken their ties with family members. This situation leads to chain consequences that have effects not only at the individual level but also at the social level. In this direction, we have implemented our project in order to raise awareness against game addiction and to guide our children towards healthy development processes. In this context, the main objectives of our project are explained as follows; - First of all, to ensure that youth workers who are/will be raising children/young people are informed about the unconscious use of technology and technology addiction, - Supporting the development of personal and professional competences of youth workers, - To strengthen the social bonds of children/young people so that they are in constant communication with their family and social environment and can share the developments in their lives without difficulty, - Ensuring that children and young people are also informed so that their vulnerability is not exploited, - To support the formation of children's sense of trust so that they can share without fear in case of any threat etc, - To ensure that young people develop awareness of the issue in terms of themselves, their environment and their parenting processes, - To be able to create social awareness about the types, causes, harms and consequences of game addiction, - Ensuring that children/young people are supported according to their individual interests, skills, sensitivities and hobbies, and preventing them from spending time only with technological tools and becoming dependent on them, - To provide them with a self-control mechanism for the controlled use of digital tools, - To increase their awareness and potential to be interested in social problems that are widespread on a global scale, to prevent the thought of “I don't have such a problem” and to contribute to the solution of the problem by acting as if it is a problem for all of us, - Increasing the visibility of the Erasmus+ Program and the Youthpass Certificate, - Increasing the participation of young people in such activities, - Empowering young people to improve their language learning and communication skills, - Ensuring that young people are supported both personally and socially, - Enabling and supporting intercultural interaction, - Providing support in combating racism, discrimination and prejudice, and ensuring that people with these views can change their minds in a positive way. With this project, we not only took a stance against gaming addiction, but also made different segments of the society partners in solving this problem. Thanks to the work we carried out with children, young people, parents, educators and youth workers, we initiated an effective awareness-raising process at both individual and social levels.

Project partners (8)