Gamification for Developing Essential Competencies in Youth Work
Project Information
State
Finished
Research CenterResilience
Date
01-03-2021 to 28-02-2023
Financing Entity
Erasmus+
Financing
€25.956
Reference
Gamed
gamED aims to lead young people to a successful life while instilling in them fundamental values of justice. This will be done by developing the core competences of professionals working with young people in non-formal and formal education settings to improve the quality of programmes. The strategy will involve the acquisition of essential gamification and game design skills that will support these professionals in the development and delivery of innovative curricula.
The main lines of action of the project centre on
- The creation of a series of 4 tools to support professionals in the delivery and creation of quality educational programmes for young people using gamification in different educational sectors;
- Promoting the development of core competences and values for a minimum of 420 young people involved in gamification processes;
- Increasing awareness and knowledge on how to use gamification in youth work through face-to-face and online dissemination of project results to min. 7,090 stakeholders.
Various groups of beneficiaries will be involved throughout the project in activities that are relevant:
- the project teams of the 6 organisations, will be better prepared to deliver quality youth work and promote it within their teams of youth workers and education professionals;
- 4 groups of 15 out of a total of 60 young people from different contexts in the 3 countries will be involved in the piloting phase and in the development of key competences, and in the meantime will be empowered to contribute to the improvement of the materials;
- 18 trainees from 3 countries will specialise in gamification during a 5-day training and will implement GLC and board games with young people in their local contexts;
- 420 young people from 3 countries will benefit from the development of key competences through 2 different gamification processes;