Through this project, we sought to develop a more meaningful and engaging approach to youth education, utilizing digital games as a tool for learning and engagement. Our primary goal was to encourage young people’s engagement in understanding important social issues, such as climate action, reducing inequalities, responsible consumption and production, and collaboration to achieve common goals. At the same time, we wanted to foster a deeper awareness of the values of sustainability, equality, and collective responsibility. Furthermore, we aimed to strengthen digital literacy, critical thinking, problem-solving, and collaboration so that young people could acquire the skills necessary for their active participation in modern society. Another key objective was to support youth workers and trainers through new and innovative non-formal learning tools. Our ultimate goal was to help shape informed, active, and responsible young citizens capable of contributing positively to social progress and a more sustainable future.
We submitted a proposal for the DiGSET project because we realized that traditional educational approaches are finding it increasingly difficult to truly engage young people, especially the generation that has grown up in a digital environment. We wanted to bridge the gap between conventional learning and more interactive, engaging forms of education that better align with young people’s interests and habits. At the same time, we sought to leverage digital games as an innovative learning tool, capable of enhancing not only knowledge but also young people’s active engagement with important social issues. The project addressed substantive needs identified in our local communities, such as low youth engagement in the learning process, limited understanding of issues such as climate action, inequalities, and sustainable development, as well as the need to strengthen skills such as critical thinking, collaboration, problem-solving, and digital literacy. Furthermore, the project placed particular emphasis on inclusion to reach young people with fewer opportunities by offering more accessible and engaging educational tools.