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Developing Resilient and Inclusive Young Leaders through Gamification

2025-1-DE04-KA153-YOU-0002977132025Mobility of youth workersfinalizedGood practice
Countries: DE|AM|GE|EE · Grant: €48,611
Inclusion of marginalised young peopleQuality and innovation of youth workNew learning and teaching methods and approaches

Objectives

The project was implemented to strengthen the capacity of youth workers to use gamification as a practical method for developing leadership, resilience and social inclusion among young people, especially those facing fewer opportunities. The starting point was a need identified by the partner organisations: many youth workers were committed to supporting migrants, refugees, economically disadvantaged young people, rural communities and other marginalised groups, but lacked structured and engaging methods that could sustain participation and make leadership learning more accessible. The project therefore aimed to equip them with interactive approaches based on game mechanics, storytelling, role-play, simulations, challenges and collaborative problem-solving. The overall objective was to train youth workers from Germany, Armenia, Estonia and Georgia to design and facilitate gamified non-formal learning experiences that could be applied directly in their daily work. Gamification was not treated as entertainment for its own sake, but as an educational approach through which young people could participate actively, test decisions, experience consequences, cooperate and reflect on their learning. By combining practical experimentation with guided reflection, the project aimed to make leadership development more motivating, inclusive and relevant to different learning needs and social realities. More specifically, the project sought to: - equip youth workers with practical knowledge and skills for using gamification in youth engagement, leadership development and non-formal education; - strengthen their ability to design inclusive learning activities for young people affected by economic hardship, migration, displacement, discrimination, rural isolation or social exclusion; - use game-based problem-solving, teamwork and decision-making to support resilience, adaptability and confidence among young people; - develop participants’ facilitation, creativity and critical-thinking skills through the design, testing and improvement of gamified activities; - promote peer learning and intercultural exchange among youth workers from the four countries, enabling them to compare local realities and share relevant practices; - build a professional network supporting continued cooperation, resource exchange and future initiatives; - ensure the meaningful participation of youth workers with fewer opportunities and provide tools relevant to their communities; - co-create the freely available “Gamification for Inclusive Leadership & Resilience” Toolkit for continued use by the partners and other youth-work practitioners. An important objective was to connect learning with practical application. Participants were expected not only to understand gamification concepts, but also to experience the methods as learners, analyse why they worked, design their own activities, test them with peers and adapt them for different groups. The project therefore used experiential learning, storytelling, simulations, role-play, problem-solving games, digital tools, team challenges, peer feedback and daily reflection. This approach was intended to help participants transfer the learning into methods they could realistically use after returning to their organisations. The project also aimed to strengthen the quality and innovation of the participating organisations. By developing the competences of their youth workers and producing a shared toolkit, the partners intended to enrich programmes in social inclusion, refugee and migrant support, youth leadership, digital education, STEM learning, rural youth work and community development. The cooperation also enabled experienced organisations to share project-management and methodological knowledge with the less experienced partner, while every organisation contributed its local expertise. Finally, the project sought to create effects beyond the ten-day training course. The toolkit, participant action plans, dissemination activities, follow-up cooperation and local application of the methods were intended to support the longer-term use of gamification in youth work. In this way, the project linked individual professional development with organisational capacity building and the wider promotion of inclusive, participatory and practical approaches to youth engagement.

Project partners (4)