Gamification for Developing Essential Skills in Youthwork (gamED)

About the project

gamED is a strategic partnership project lasting 24 months, implemented by the Romanian Angel Appeal Foundation in collaboration with five other partners from three European countries: World University Services of the Mediterranean (WUSMED) and Blue Room Innovation from Spain, Instituto Politecnico de Setubal and Produções Fixe from Portugal, and ”Vasile Alecsandri” University of Bacău from Romania.

The six partners propose a multi-level intervention aiming to develop the capacity of professionals working with youth in both non-formal and formal educational contexts. The goal is to enhance the quality of programs that focus on developing key skills for a successful life while instilling essential values in young people, such as fairness, social justice, non-discrimination, and community involvement.

This will be achieved through acquiring essential skills in gamification and game design, which will support youth workers in developing and delivering innovative educational programs.

Objectives

The specific objectives of the project are:

  • To create a series of 4 tools to support youth workers in delivering and creating quality educational programs for young people using gamification in various educational sectors.
  • To promote the development of key skills and values for at least 420 young people involved in gamification processes.
  • To increase awareness and knowledge about how to use gamification in youth work through the dissemination of face-to-face and online modules.

Outcome

Several beneficiary groups will be involved throughout the project in activities relevant to them:

  • Project teams from the 6 organizations will be better equipped to provide quality services to young people and promote them within their youth worker and education professional teams.
  • 4 groups of 15 young people each (60 in total) from the 3 countries will be involved in the piloting phase and the development of essential skills, while being empowered to provide feedback for improving the materials.
  • 18 individuals from 3 countries will specialize in gamification during a 5-day training session and will consistently implement both gamified learning content and the developed board game with young people in their local contexts.
  • 420 young people from 3 countries will benefit from the development of essential skills through 2 different gamified processes.
  • 7,090 stakeholders relevant to youth work and the educational field will become familiar with how to use gamification in developing key skills and with the project’s outcomes as a result of dissemination activities.

Intellectual Outputs

By the end of the project, a comprehensive package for using gamification and board game-based education will be available and ready for use with and/or for young people aged 14 to 24 from various socio-economic backgrounds.

  • Gamified Learning Content on Key Competencies (GLC) – 10 gamified key competencies.
  • Hi-Quest 2.0 Game Board – An educational journey conquering cities that mirrors essential competencies, based on the hero’s journey and teamwork.
  • Guide on Co-Creating Gamified Content – A tool encouraging youth workers to involve beneficiaries in planning learning processes and teaching them how to use gamification in skill development programs.
  • 3 E-Learning Modules – Tutorials on gamifying learning processes and using board games in youth work at the community level: in NGOs and other community settings / in schools and high schools / in universities.

Resources

To access the resources developed within the project, please visit our page HERE.