Back to search

Play It Right - Rhythms of Inclusion

2024-3-DE04-KA153-YOU-0002894202024Mobility of youth workersongoingGood practice
Countries: DE|IT|PT|LV|PL|HU|TR|AT|EL · Grant: €70,421
Inclusion of marginalised young peopleBridging intercultural, intergenerational and social divideNew learning and teaching methods and approaches

Objectives

Play It Right - Rhythms of Inclusion was designed and implemented as a response to concrete challenges youth workers face in daily practice across our partner network: working with increasingly diverse groups (multicultural, multilingual, mixed-ability), engaging young people with fewer opportunities, and ensuring meaningful participation in contexts where traditional educational approaches often become trainer-centred and less accessible. In many communities, young people experience barriers linked to social exclusion, language, discrimination, lack of confidence, and limited opportunities to participate in learning on an equal footing. Our project was built on the belief that game-based learning-especially board games, role play and interactive simulations-can create safer and more motivating learning environments, reduce stereotypes through cooperation, and support inclusion by making participation easier and more enjoyable for everyone. The overall objective of the project was to strengthen youth work practice through innovative and transferable game-based methodologies that promote inclusion, intercultural dialogue, and active social participation. We aimed to achieve this through a structured learning pathway combining professional development and local implementation: (1) a first training course focused on inclusive game design basics, (2) a local testing phase where participants refined prototypes in their real working environments, and (3) a second training course where participants improved their games based on feedback, strengthened facilitation skills, and prepared the outputs for wider use. This structure ensured that learning was not only theoretical, but directly transformed into practice and tested with real target groups. More specifically, we aimed to: Equip youth workers with practical competences in designing and facilitating educational games that are accessible to diverse youth groups, including young people with fewer opportunities (social, linguistic, educational, economic, and/or psychosocial barriers). Promote intercultural understanding and positive interaction by using game dynamics that support cooperation, empathy, dialogue, and shared problem-solving, helping to reduce stereotypes and discrimination in group work. Strengthen participation and active citizenship by enabling youth workers to create learning spaces where young people take roles, make decisions, collaborate, and reflect-developing confidence, responsibility, and social engagement. Support the professional development and innovation capacity of participating organisations, providing them with new, concrete tools that can enrich their programmes on inclusion, democracy, human rights, community engagement, sustainability and digital topics. The project strongly aligned with Erasmus+ horizontal priorities, particularly Inclusion & Diversity-by intentionally focusing on practical methods to involve and empower young people who face barriers-and with the Programme's emphasis on participation, engagement, and quality learning outcomes in non-formal education. Through the project process, participants developed and improved a set of concrete educational game prototypes, culminating in a collection of 16 games that address real societal topics and can be used by youth workers, educators and NGOs in different contexts. Finally, the project was relevant to the respect and promotion of shared EU values-human dignity, equality, non-discrimination, democracy and human rights-because the learning content and the chosen methodology supported inclusive environments, critical thinking, empathy, and fair participation. By enabling youth workers to transfer the developed tools into their everyday work and by sharing the games beyond the partnership, we aimed to create lasting impact on local youth work practices and contribute to more inclusive and cohesive communities.

Project partners (9)