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GameOn! Transformative Training Through Gamification

2024-1-BE04-KA153-YOU-0002330122024Mobility of youth workersongoing
Countries: BE|CW|GE|EL|LU|AM|ES|PT|FR · Grant: €32,067
Digital content, technologies and practicesCreativity, arts and cultureQuality and innovation of youth work

Objectives

We're keen to do this work because we recognise the huge potential that gamification has to transform education. Our vision is to provide training on gamification in education for educators, so that they become familiar with it and can create learning experiences that are engaging and effective. The idea is to make certain aspects of youth work, certain themes, more fun and more engaging by using game mechanics adapted to the objectives, and thus to be able to tackle these initially uninteresting subjects more easily, and to encourage reflection, discussion and learning! The needs underlying the project are linked to the search for innovative learning approaches that would involve young people and make them want to learn. Many traditional methods don't resonate with today's tech-savvy, digital-savvy youth. We aim to bridge this gap by introducing gamification principles to the youth sector, which will then help us to meet the changing demands of learners in the digital age. Today, it's increasingly difficult to capture the attention and interest of young people: we believe that gamification can be a solution, but we need to bear in mind the reasons why we are working with this alternative method and the objectives we are pursuing by creating and/or using this game. This project has multiple aims: 1. Provide youth workers with an in-depth knowledge of gamification, including its history, key components and player dynamics; 2. Equip them with practical tools and techniques related to the integration of gamified learning activities and the use of gaming platforms, such as game-based mission design, among others; 3. Examine how technology can be used in conjunction with gamification, enabling youth workers to use digital tools or platforms to achieve better results during the gamification process; 4. Enhance originality and inventiveness within the youth workers by encouraging them to embrace innovative ideas about learning, which they can tailor to meet the needs of the young people they are working with using innovative game-based styles ; 5. Monitor current developments in relation to games in order to improve the integration of these learning techniques among youth workers. Thus, our project seeks to enable them to use this tool to make their learning environments dynamic, immersive, and effective so that it may arouse the interest of the young people. One of the primary reasons for utilizing gamification is to capture and maintain the attention and interest of young people: games have a unique ability to engage and motivate users through elements such as challenges, rewards, competition, and interactivity. From our point of view it serves as an effective tool for facilitating learning and skill development on a variety of topics. By integrating educational content or activities into games, young people can acquire new knowledge, develop critical thinking skills, and practice problem-solving in an engaging and immersive way. By incorporating elements such as points, badges, levels, and progress tracking, games can incentivize desired actions and motivate individuals to adopt healthier habits, achieve personal goals, or contribute to social causes. Games offer a platform for innovation and creativity, allowing young people to explore new ideas, experiment with different approaches, and express themselves in imaginative ways. Gamification can spark curiosity, inspire curiosity, and unleash the creative potential of young people to tackle complex challenges and generate innovative solutions.

Project partners (9)