Autonomy and personal growth are key elements of young people's development. Deci and Ryan's self-determination theory highlights the importance of feeling autonomous, competent, and connected for full personal development. However, while there is a strong focus on soft skills, there is also a growing concern about the decline in collaboration and inclusion. The rise of digitization, while creating opportunities, has also led to increased isolation, with individuals focusing more on themselves than on community. Mental health is another growing concern among youth, with the World Health Organization reporting a 25% increase in global anxiety and depression among adolescents. Given these challenges, it is essential to offer activities that promote the mental and physical well-being of young people. In response to these needs, our group, composed of young people from various countries (Italy, Portugal, Poland, Spain, Sweden) and supported by youth workers, decided to use gamification as a tool to promote education and skills development. Through past international projects like Youth Leadership in Romania and Project Unity in Sweden, we have seen the potential of gamification to make learning more engaging. Studies, including one from MIT Sloan (2013), show that gamification can increase engagement by 60%. As such, our project aims to leverage this method to provide meaningful learning experiences for our peers, with the goal of enhancing productivity and motivation. To meet these needs and requirements of our communities and especially those of the team, we have set ourselves the following objectives: 1. Promoting leadership and soft skills: providing 20 young participants and 5 group leaders with an in-depth understanding of the concept of competence, inclusion, gamification for mental health and for personal development 2. Stimulating transversal skills: guiding 20 participants and 5 group leaders in the use of gamification as an educational and training tool for the development of skills such as problem solving, leadership, spirit of collaboration and inclusion 3. Promote active citizenship: develop a greater sense of responsibility and belonging to the community, becoming more active citizens and aware of their role in promoting the common good. 4. To provide the tools and create a space for young people to use gamification techniques and non-formal education methods in activities with peers