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Digital Superpowers: the Use of Digital Games and ..
Digital Superpowers: the Use of Digital Games and Tools for Youth Work
Date du début: 1 août 2015,
Date de fin: 31 janv. 2017
PROJET
TERMINÉ
The project “Digital Superpowers: the use of digital games and tools in youth work ” will last 18 months delivers digital innovations for youth work at international level. The project is based on partnership of organisations from Lithuania, Germany, Estonia, Italy, and Portugal.
With this project we aim to develop competences of youth workers and young people allowing to blend youth work, digital games and technology. This will be achieved through the range of activities, pursuing the following objectives :
To provide knowledge to youth workers and young people about existing digital games and technological innovations, that provide great opportunities for non-formal learning, boosting creativity, digital skills and youth participation.
To develop skills of youth workers to organise educational processes with young people using video games and technology within specific youth work context and goals.
To increase young people’s understanding about the potentials and risks of video games and technology use as well as explore what influence does it make on life and culture of youth in participating countries.
To provide reflected and guided practice for youth workers in developing digital and youth work competence in using video games and technology in youth work context.
To develop educational attitudes towards video games and technology - to see the potential and link youth passions for gaming and tech experimenting.
The objectives will be achieved by organising International training course for youth workers in Germany in November 2015; local practice of youth workers in their organisations; International youth exchange involving young people and youth workers in Lithuanian in June 2016; Evaluation seminar in Portugal in October 2016.
“Digital Superpowers” directly will involve 25 youth workers and 25 young people in competence development. Over 200 people will be reached by involving them in the community oriented activities during the training course, exchange and evaluation seminar. Overall indirect outreach of the project through the range of dissemination activities and products will be more than 50000 people.
In terms of foreseen impact, youth workers will develop competences to bring innovation to youth work by utilising current technologies and digital games, already mastered by young people. Youth workers and young people in the regions of partners will get confidence and critical understanding in using digital technologies. Young people will understand that they explore their passion in gaming and technological tinkering and at the same time they can learn, participate and make a change in the communities they live.
On national and European level there will be a open documentation (e.g., video, website, pdf) of the methods tried out in the project. Other youth workers in Europe can reuse and improve the experiences of the project.
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