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Cultural Learning through Story-based Role-Playing
Date du début: 15 juil. 2014, Date de fin: 15 nov. 2014 PROJET  TERMINÉ 

The project "Cultural Learning through Story-based Role-Playing” was conceived as an innovative learning approach developed by a group of young people active in the field of youth work. The project provided the opportunity of testing the idea in an international setting and it proved to be extremely successful. The basic idea was to choose a mythological background for a role-paying game and meet in a country that is relevant for this mythology youth groups from different countries. In this project the hosting country was Iceland and the mythological background chosen was Norse mythology. Before the event the groups researched the mythological background and created a small booklet with the game setting. The group leaders created an adventure story for the game. The participants experienced the game in small mixed groups in the surroundings of Iceland. Parts of the experience were played outside while wandering through the landscape that helped inspire Norse mythology. The importance of the mythology and experiencing the landscape was that they had a major influence on the development of modern culture. Going back to the roots of the culture provided a good background for discussions about values and the modern way of life which was done in reflection and discussion phases every evening. The event specifically intended to bring youths of different nationality together in a way that allowed them to develop a true understanding for each other. That’s why the organizers avoided the common workshop format, often done in school exchanges, in which each group introduces their country which only leads to reinforcing stereotypes. Instead, the role-playing event worked by letting them experience teamwork during which important value questions were raised, giving them insights into cultural backgrounds of the other participants. In the event the participants were divided into smaller mixed teams in which they played a character that experiences an adventure in Norse mythology. Since different characters had different skills and knowledge, cooperation was the key to overcoming the obstacles and successfully completing the game. Some of the participants (primarily the group leaders) prepared the adventure in advance and took on the role of game directors during the event. They described the adventure as a story in which the players, working in teams, decided what their characters did and said, so that they influenced the direction and the outcome of the storyline. The game was played both inside and outside, making it possible for the teams to go on long walks and play while experiencing the breathtaking landscape. Among the learning goals were developing teamwork, cooperation, and friendship in an international setting, improving soft skills and social competences, acquiring cultural understanding, raising awareness of other values and beliefs, acquiring knowledge of Norse mythology as a cultural background, and improving language and communication skills. In total there were be 30 participants, 12 from Germany, 10 from Iceland, and 8 from Greece. 6 of them took on the role of game masters and moderators with the task of running the game and leading the discussion and reflection phases. The participants were chosen from young people within the informal groups who are active in voluntary youth work and through an open application process which focussed on involving disadvantaged youths through the help of youth centers. For the disadvantaged participants the project offered the potential to orient themselves better in society and to open their minds in ways that would never have been available to them otherwise. The project required good preparation which consisted of choosing the venues, organizing food, organizing travel arrangements, compiling the materials on Norse mythology, creating an adventure story and game rules, preparing discussion rounds and reflection phases, as well as choosing the members who got to participate. The project was documented using pictures, videos, and written reports. The event also led to the creation of a tighter network between the youth groups with more activities planned. The event has brought the participants very close together and built lasting friendships. It also helped shape the minds of the participants in a way that gives them the ability to think outside their national context and there are a few hints that it translates to an international attitude in their national youth activities (mostly voluntary activities to help disadvantaged youths at youth centers). We believe that the project contributed to creating an open, tolerant, and united society in Europe.

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