The main objective of the Power of Play project was to strengthen the quality, innovation and inclusiveness of youth work by developing the competences of youth workers and educators in educational game design, gamification and game-based learning. We wanted participants to understand how games can become meaningful learning tools, not only entertainment, and how game mechanics can support participation, motivation, cooperation, reflection and soft skills development. The project aimed to help youth workers design, test and use educational games addressing relevant social and educational topics, including inclusion, sustainability, active citizenship, EU values and intercultural dialogue. We also wanted to create practical game prototypes and final educational games that could be used by partner organisations and other practitioners in local youth work, schools, NGOs and community activities. Another important objective was to build international cooperation between the partner organisations, exchange methods and good practices, and increase awareness of Erasmus+ as a space for innovation in youth work.
We applied for the Power of Play project because our organisations observed a growing need for more engaging, participatory and accessible methods in youth work. Many young people, especially those with fewer opportunities, are less motivated by traditional educational formats and need learning spaces that are practical, creative and connected with their everyday experiences. At the same time, youth workers and educators often lack ready-to-use tools and competences to design educational games or apply gamification in a meaningful way. The project addressed the need to improve the quality and innovation of youth work by strengthening the competences of youth workers in educational game design, game-based learning and non-formal education. We also wanted to create tools that could help young people explore important social topics such as inclusion, sustainability, active citizenship, EU values and intercultural dialogue. Through international cooperation, training, prototyping, testing and dissemination, the project responded to the need for practical educational games that can be used in local youth work, schools, NGOs and community activities.