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G.A.M.E.: Games for Active and Meaningful Engagement

2025-1-RS01-KA153-YOU-0002991022025Mobility of youth workersongoing
Countries: RS|TR|AM|EL|ES · Grant: €19,108
Development of training coursesQuality and innovation of youth workDemocracy and inclusive democratic participation

Objectives

By recent culmination of youth participation in protests and lack of civic space in Serbia in 2024, the idea for consortium gathering is urgently enhancing the competences of youth workers and leaders to strengthen young people from marginalized groups who are not having enough competences in terms of democratic participation due to economic and social obstacles such as discrimination, poverty, or limited access to technology and social networks. This is also proven from direct youth work practice from the consortium, where each partner representative in December 2024 shared their own perspective toward the practice: the most common issue is that marginalized youngsters do not have board games approach in their communities which they can use in direct contact with their peers and which could also socially engage them in being familiar with EU values and civic engagement. A lot of main cities are having board game clubs or NGOs which are using board games in their activities and all democratic life is also concentrated in urban centres. The perspective of youth work practice is telling us also that board games are generally welcomed by young people, they are offering fun and, at the same time, educational opportunities. Research study Playing for Public Interest: Epistemic Games as Civic Engagement Activities by Padraig Nash, David Shaffer, and Elizabeth Bagley from 2012 explores how epistemic games, which simulate professional practices, can serve as civic engagement tools. The study focuses on "Urban Science," a game where players adopt the role of urban planners guided by the value of serving the public interest. Findings suggest that such games can effectively promote youth civic engagement by connecting gameplay to community-related activities which will be also realized in this project by using non-formal education and inclusive board game design. OKO, as the initiator for this project, had experience in using inclusive board game design in the Erasmus+ Creative Box project which is a good practice example with actual 10 inclusive board games. The difference is that the focus in this project will be on active civic engagement and democratic participation of young, marginalized people and for youth workers, trainers and leaders who are involved in local and national activism. Main objectives of the project are: ● Designing board games that simulate elections, decision-making, debates, or other democratic processes which will help young people understand the complexities of democratic systems and develop negotiation skills. ● Creating board games that include ethical dilemmas and societal challenges for players to discuss and for fostering critical thinking and facilitating the importance of informed decision-making. ● Developing civic competences through incorporating human rights and EU values into board game mechanics to inform and prevent discrimination of young people from marginalized groups. ● Empowering marginalized groups of young people to raise awareness about social inequality and encourage advocacy for inclusion and collective decision-making processes. ● Fostering local engagement through participative board game design for a sense of responsibility and promotes engagement in local communities. ● Young people from marginalized groups will practice expressing and defending their opinions constructively in a safe and protective environment. ● Enhancing innovative youth work practice in a contextual and organizational way with international involvement in Erasmus+ programme activity.

Project partners (5)