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GamificACTION!

2024-1-PL01-KA152-YOU-0002425142024Mobility of young peopleongoing
Countries: PL|LT|LV|CZ · Grant: €29,904
Digital skills and competencesNew learning and teaching methods and approachesKey competences development

Objectives

The "gamificACTION!" project under the Erasmus+ program aimed to utilize board games and creative activities to develop key competencies and critical thinking among youth. There were several reasons why we implemented this project: Development of key competencies: In a rapidly changing world, skills such as teamwork, communication, creativity, and problem-solving had become increasingly important. Therefore, the project sought to strengthen these competencies through engaging and interactive methods, such as board games. Promotion of creativity: Board games and creative activities stimulated imagination and creativity. By participating in game design, creation, and problem-solving, youth had the opportunity to develop their creative skills, which was one of their main needs. Equal opportunities: Youth felt the need for improvement and learning in a safe environment free from hate. Access to education and opportunities for competency development was often unequal, especially among youth from smaller towns or with limited resources. Hence, the project provided equal opportunities through access to interactive educational tools. Combating marginalization: Youth often felt excluded from educational or social processes. This project created a space where everyone could develop and actively participate, regardless of their initial predispositions or social situation. Promotion of youth development: Our goal was to promote the development of young people by stimulating various key competencies, such as communication, collaboration, problem-solving, and creativity. The use of innovative teaching methods, such as board games and creative activities, made learning more engaging and motivating for youth. Promotion of critical thinking: The project encouraged participants to analyze, evaluate, and reflect on the decisions they made, thereby promoting the development of critical thinking skills. The project addressed several issues and needs, including lack of motivation for learning, insufficient development of social competencies, and lack of critical thinking skills. Therefore, the project offered an alternative form of learning that was more attractive and engaging for youth. Additionally, it focused on developing social competencies and critical thinking skills. During the youth exchange, participants had the opportunity to create their own educational and board games, allowing them to express themselves creatively and develop their ideas. International cooperation and the promotion of diversity and tolerance were also important goals of the project. Through international youth exchange, the project promoted understanding and respect for cultural and social differences, aligning with the objectives of the Erasmus+ program. The specific objectives of the "gamificACTION!" project included: Promoting interpersonal skills through teamwork Developing critical thinking skills through analysis and decision-making in games Raising awareness of cultural and social issues through board game themes Increasing engagement in the learning process through interactive methods Creating a platform for exchanging experiences and best practices in using games in education Empowering participants to create their own educational games and board games

Project partners (4)