Games, youth and learning: Small-scale partnership to achieve youth inclusion through Gamification tools and experiences

PROJECT NUMBER: 2021-1-ES02-KA210-YOU-000031070
TIMESPAN OF THE PROJECT: 24/01/2022– 24/03/2023
FINANCING PROGRAM: Erasmus+

Objectives

The project aims to:

  • Promote the inclusion of young people facing social exclusion using gamification tools and sharing experiences in this domain
  • Empower young people aged 14 to 30 who are at risk of social exclusion
  • Foster positive attitudes toward diversity among European youth
  • Share knowledge, experiences, and best practices in gamification and promoting equal opportunities among youth
  • Enhance the digital competencies of youth workers involved in the project

Activities

The project will engage in the following activities:

  • Conduct a needs analysis to assess the prevalence of discrimination among young people in participating countries
  • Facilitate an exchange of best practices in gamification and promoting youth inclusion
  • Identify and analyze common tools and methodologies used across different practices shared among partners
  • Compile findings and insights into a comprehensive digital booklet, that will offer practical recommendations and guidelines for organizations and stakeholders on effectively utilizing gamification

Results

The project will generate the following outcomes:

  • Improvement in the practices of each entity with its target group
  • Collaboration network between European organisations with common goals
  • Digital booklet of recommendations to promote inclusion through gamification

Partners

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.