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Play to Learn

2025-1-AT01-KA153-YOU-0003020182025Mobility of youth workersfinalized
Countries: AT|AM|LT|EL|GE|DK|PL|HU · Grant: €27,533
Digital content, technologies and practicesQuality and innovation of youth workDigital youth work

Objectives

The project was implemented in Klaffer, Austria, from 8 to 15 September 2025 and gathered youth workers and educators from Austria, Georgia, Greece, Poland, Denmark, Lithuania, Armenia, and Hungary. During this international training course, participants worked together in a non-formal learning environment focused on innovation, inclusion, and quality youth work practice. With this project, we wanted to respond to the growing challenges youth workers face in engaging young people through traditional educational methods. The reason of this TC was that we recognized that many youth work activities struggle with low motivation, limited participation, and reduced long-term impact, especially in a rapidly changing digital and social environment. We wanted to bring, promote and discover gamification in different ways. We wanted to show that the gamification, when used correctly, offers a powerful and structured approach to make learning more engaging, interactive, and inclusive. However, we identified that this topic is often misunderstood or applied superficially, without a clear methodology or pedagogical purpose. Through this project, we wanted to address this gap by equipping youth workers and educators with a structured understanding of gamification as a pedagogical tool and by strengthening their ability to apply it effectively in youth work practice. We chose this topic because youth work is evolving, and youth workers need innovative, accessible, and motivating methods that align with young people’s learning preferences, attention spans, and digital realities. At the same time, we wanted to ensure that gamification is used responsibly, inclusively, and beyond simple reward systems. The main aim of the project was to equip youth workers and educators with the knowledge, skills, and tools to effectively use gamification in youth work, making education more engaging and impactful. To achieve this aim, we set the following objectives: - To train youth workers in designing and implementing gamification strategies in education and youth work. - To expand understanding of gamification beyond just rewards, focusing on engagement, motivation, and long-term learning impact. - To provide hands-on experience creating gamified activities for youth work environments. - To teach digital and offline gamification techniques, ensuring accessibility for all. - To promote inclusivity, ensure that gamification is used as a tool to bring people together, not to separate them. - To help participants create their gamification projects, applying the skills and methods learned during the training. - To foster international cooperation among youth workers, encouraging collaboration and sharing of best practices. Every activity in our project contributed to improve individual competencies and at the same time to contribute to higher-quality youth work practices. We aimed to empower participants to return to their organizations as multipliers who can apply gamification meaningfully, adapt it to different target groups, and promote innovative, inclusive, and youth-centered learning approaches in their local and international contexts.

Project partners (8)