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Oyun Herkesi Birleştirir Farklılıkları Ortadan Kaldırır

2024-1-TR01-KA152-YOU-0002046162024Mobility of young peopleongoing
Countries: TR|MK|BG|RS · Grant: €35,493
Bridging intercultural, intergenerational and social divideCultural heritageQuality and innovation of youth work

Objectives

Games are the most effective motivation tool for today's youth. But unfortunately, the lure of digital games leads our young people to be sedentary and overly antisocial. Gorgeous graphics, virtual reality glasses, the extremely comfortable environment of the house and, of course, the unlimited services of parents make young people addicted to computers and phones. The last pandemic process caused this to be perceived as a completely natural situation. In our past, our young people who grew up with physical games on the street, conflicted and dealt with the problems that arise on their own, can now ignore them with a single finger movement on the screen and without forcing themselves. When they participate in social and business life, it is realized that they cannot ignore such problems and they have to find solutions. This often produces undesirable results. As a result of the experience given to us by all the projects we are involved in, it is the fact that one of the elements that best unites young people is physical games. In these games, they gain the skills of physical struggle, conflict, trying to understand the other person, predicting their behavior, and producing solutions to the troubled situations they are in without realizing it. They get a lot of positive gains with fun. And they are really having fun. Each physical game can contain a memory, a memory, and a story. Instant waves of sensation and pleasure in digital games, instant conflict in physical games, competition, entertainment, etc. Compared to emotions, it creates a longer-lasting pleasure and a lasting memory in the memories. We have thousands of common features with the Balkan countries that we have lived together for centuries in the past. However, each society sees these common values as its own element. In many projects, cultural differences are clearly experienced between young people and students, and these differences can only be resolved in the last days of the project. Depending on the project contents, trainings, language differences, etc. elements can achieve this fusion only in recent days or not at all. However, when the content of the project is a game, it is a known and observed fact that the ice melts and fusion takes place on the first day and in the first game. With this project, we want to support the fight of traditional games played in our partner countries against digital games. Games played by sharing the same physical environment are far from being competitive and include unifying elements. These activities convey not only games but also cultures, behaviors and lifestyles. Today's games are digitalized as much as possible. Digitalization, one of our goals, gives our young people new competencies. But it is a fact that it has destroyed many of our values. For this, while providing the digital competences necessary for life to the young people, we want to transfer the more important criteria of being successful in life, the soft skills, to the young people through physical games. Our main goals in this project Bringing together the street games that have been forgotten among the youth and making positive contributions to the development of the youth and making them playable To enable young people to benefit from the positive results of these games. To contribute to the fight of youth against obesity and to encourage mobility in the streets or appropriate playgrounds. To support the personal and social development of young people, to increase their self-confidence and to help them develop their leadership skills. To enable young people to meet different cultures, languages and societies and thus increase intercultural dialogue and understanding. To help young people develop cooperation, teamwork and communication skills. To support young people's active role in civil society and their democratic participation. It is to help young people develop their soft skill competencies and to come to the fore in their business life.

Project partners (4)