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Change the game

2024-1-DK01-KA152-YOU-0002355012024Mobility of young peoplefinalized
Countries: DK|PL|JO|UA|TR|EL|NL · Grant: €51,155
Digital safetyPhysical and mental health, well-beingEuropean identity and values

Objectives

Through a combination of workshops, sports, and outdoor activities, “Change the Game” project aimed to raise awareness, promote healthy routines, and provide participants with practical tools to recognise and manage mental health challenges. The project was created to demonstrate young people with opportunities and show them that sports, social interaction and, most interestingly, Erasmus+ initiatives are gamechangers in leading a happy life. The main objective of the project was to strengthen the mental and social well-being of young people through awareness-building and preventive action, in a three-fold way. First, on the level of workshops and discussions, by addressing key risk factors threatening these areas of well-being, such as substance abuse, harmful habits, digital addiction, the negative influence of social media, dangers of the internet like digital gambling, violent content, and porn. These discussions became a platform to share and grow but also enabled young people to identify potential risks early and build long-term resilience for their futures. The purpose of such conversations was also to shape general knowledge on youth mental well-being state. Second, by bringing in the sport and gamification lens as a tool of handling real-life problems. On one hand by theoretically demonstrating physical activity’s impact, in discussions, sharing personal experiences, and debates. On the other, practically – in hands-on sport activities that all young participants engaged with during the YE. Third – by building an integrated team of around 40 young people from 7 countries. And the group truly turned out to be a real team that has become a source of inspiration, strength, and friendship. We managed to create a spirit of togetherness and inclusion, supported by the intercultural exchange between diverse peers, group sessions, non-formal education activities, and promoting youth agency in developing the programme and its activities. This pillar of the project might matter the most as the true connection and learning about others is crucial to upholding motivation to live a healthy life. One of the project goals was to equip young people with strategies to deal with harmful habits that affect their mental health and with the ability to share these strategies. We aimed to promote participation in Erasmus+ initiatives as one of such methods – by showing them how a Youth Exchange can transform their perspectives on life. We also wanted to empower them to share this thought with their peers. All of this by facilitating the process of creating and exchanging ideas and leaving young people with enough agency to actually implement them. This agency showed in a creative spirit that accompanied participant-made sessions, participant-led games and participant-directed digital outputs. With this project, we aimed to create digital footage convincing other young people that Erasmus+ is a game changer, as we believe the programme has a power of changing lives and helping those in vulnerable life conditions, often related to harmful habits and addictions. The project was supposed to motivate young people, give them hope, broaden understanding of their problems and needs, as well as provide them with a platform for expression. To sum up, we aimed for participants to leave the project with an improved quality of life, a healthier relationship with social media, more awareness of the dangers of harmful habits, strategies to act against them and to develop positive habits and routines, and greater overall well-being. By being introduced to new physical and social activities, they developed habits beneficial to both their mental and physical health. In addition, the project fostered stronger social networks, increased levels of happiness and confidence, and a deeper interest in European cooperation and the opportunities offered through global engagement. All in all, the project empowered young people to take active responsibility for their own well-being and to inspire positive change in their local communities.

Project partners (7)