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Green Games Lab: Innovating Youth Work Through Play

2025-3-PL01-KA153-YOU-0003746512025Mobility of youth workersongoing
Countries: PL|HU|AT|IT|LT|ES|EL|EE|LV · Grant: €34,021
Digital youth workCreativity, arts and cultureNew learning and teaching methods and approaches

Objectives

We want youth work to be more engaging, inclusive and effective by using game design and gamification as practical tools in non-formal education. The project turns theory into ready-to-use activities that any youth worker can run with mixed-ability groups in youth clubs, schools, community centres and municipal programmes. Objectives from a youth-work practice perspective 1. Strengthen core competences of youth workers • Build hands-on skills in designing, facilitating and debriefing educational games (board/role-play/digital-light). • Improve group management (energy, pacing, motivation loops), conflict-aware facilitation, and trauma-sensitive de-roling. • Target: each participant confidently leads at least two game-based sessions at home within 12 weeks. 2. Produce transferable, low-barrier tools • Co-create 12+ playable prototypes and a practical toolkit (rules, materials, debrief guides, risks, adaptations). • Ensure every tool has a low-tech variant (print-light cards) so it works in resource-limited settings. 3. Embed inclusion, accessibility and intercultural dialogue • Apply UDL (multiple means of engagement/representation/action), SEN and language-light options; include SL/caption guidance. • Integrate perspectives relevant to minority, migrant and rural youth, and promote gender equality and anti-discrimination. • Target: ≥40% participants and pilot groups include young people with fewer opportunities. 4. Raise quality and safety in everyday practice • Introduce simple quality gates for any new session: pedagogy/ethics check, inclusion/UDL check, and (when relevant) school/under-18 compliance. • Use playtest logs, reflection circles and Youthpass to evidence learning. • Target: ≥80% activities rated good/very good by peers and young people. 5. Boost innovation across themes youth workers tackle daily • Show how game methods support civic participation, media literacy/anti-hate, STEAM, human rights, environmental action, and soft-skills. • Encourage creative blends (e.g., Theatre-in-Education with gamified challenges; outdoor learning with digital-balance design). 6. Support cascading and organisational uptake • Equip participants with ready slide decks, one-page plans and micro-videos to train colleagues and volunteers. • Each partner commits to an Adoption Note (2–3 practices to embed) and runs at least one public multiplier/demo. 7. Recognise learning and professional growth • Issue Youthpass with concrete evidence (design decisions, facilitation choices, inclusion adaptations). • Offer Open Badges (Game Designer, Inclusion Steward, MEL Reporter) that organisations can reference in HR/volunteer pathways. 8. Make practice greener and safer • Provide green delivery tips (print-light, reusable materials, vegetarian-first) and risk sheets for active methods and role-plays. • Target: all sessions implemented with a completed risk assessment and green checklist. 9. Sustain results beyond the project • Release all outputs CC-BY (editable files), host a versioned repository, and run quarterly community clinics open to external youth workers. • Target within 12 months: 1,500+ downloads, 50+ external adopters, and at least two follow-up collaborations (e.g., KA2/ESC/CPD). Youth workers often need fresh, engaging activities that still meet learning goals and are safe and inclusive. This project delivers tested games, clear debriefs, and simple quality tools that fit real constraints—limited time, mixed abilities, tight budgets—while strengthening a European peer network that keeps sharing, improving and recognising good youth work.

Project partners (9)