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Digital Uplift

2023-3-LV02-KA152-YOU-0001790082023Mobility of young peoplefinalized
Countries: LV|RO|GE|NL|AM|EL · Grant: €23,561
Digital skills and competencesDigital transformation planning and implementationKey competences development

Objectives

The project was created to make learning more exciting and relevant for young people. We, BK-95, together with our partners, discussed and agreed that traditional teaching methods often don't match the needs and interests of today's youth. That's why we found this topic very important and set the goal to use gamification and digital game-based learning (DGBL) as fun and innovative ways to help young people grow, learn new skills, and enjoy education. During our mobility, we aimed to gather youth from different countries; we aimed to create a learning environment that includes everyone, encourages teamwork, and inspires global connections. We want to highlight once again the importance of the topic because many young people miss out on engaging learning opportunities. Traditional methods often fail to capture their interest, leaving them unmotivated and with fewer chances to improve their skills. We wanted to highlight and introduce gamification and DGBL to youth and show how learning can be exciting and help young people solve real-life problems in creative and practical ways. Objectives: Raise awareness, share best practices and explain gamification and digital/game-based learning principles; We wanted to introduce youth to gamification and DGBL, showing them how these tools can make learning fun and effective. Understand the importance, components and knowledge of gamification and digital/game-based learning through non- formal teaching methods; Through non-formal approaches, we wanted participants to understand how gamification works, its key parts, and why it can be a powerful tool for learning. We wanted to teach concepts and help them see how to use these ideas in real life. Encourage youth engagement in digital/games, educating them on integration and activity creation. We aimed to excite youth about creating and integrating games into learning. To give them the confidence and skills to design activities that engage others. Promote youth participation in international initiatives and new gamification and digital/game-based learning approaches. We wanted young people to join international projects; This would help them understand how these tools can bring people together to solve common problems. Promote Erasmus+ opportunities. Define gamification and digital/game-based learning. We wanted to create a safe space where everyone, no matter their background, felt included and valued. Gamification was a way to level the playing field, making learning accessible for everyone. We brought youth from 6 different countries, which contributed to our aim to build bridges between cultures, promoting understanding, teamwork, and shared problem-solving. We gathered the opinions of partners to find their motivation for the project. Through meetings and discussions with each partner during the project planning, we found the key missions and aims they had. Partners shared their goals and perspectives about why this project was important to them. BK-95 aimed to make learning more inclusive and engaging. We wanted to empower our youth workers and youth (beneficiaries) to gain confidence, skills, and inspiration through gamification. YCG highlighted using technology and gamification to help disadvantaged youth, including IDPs. They hoped to build leadership and teamwork skills while encouraging participants to create positive change in their communities. Also, for YCG, it was a great opportunity to improve their organizational skills as they were the hosting country; it was also a chance to have a great impact on local young people directly using the project because during the mobility the participants implemented the activities for local youth. Youth Without Barriers wanted a safe, inclusive space for participants to collaborate and use gamification to inspire action and teamwork. Their main issue is motivated youth who are not afraid to go to another country. They hoped that this project would be a great chance to motivate their participants and also other youth around them to use it as a good example for others to be involved. AMA EVENTS highlighted the need for equal learning opportunities. They hoped gamification would make education fun and help participants gain confidence and overcome challenges. Their team includes the youth, for whom it was their first time abroad and their first time in the youth exchange program, so they hoped it would be a nice start of their professional and personal development. Creative Youth aimed to boost creativity, critical thinking, and problem-solving. They saw the project as a way to connect formal and informal learning while encouraging participants to act on their ideas. Patras Youth Club, as they are working in the city of students, and their beneficiaries are the youth who just started living independently. Their main aim is to help them increase their confidence. They wanted to help youth improve their digital skills and explore more about gamification.

Project partners (6)