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Play to Learn
Date du début: 1 oct. 2016, Date de fin: 28 févr. 2017 PROJET  TERMINÉ 

The organizations that deal with organizing and managing activities for young people and not only, often face different problems related to participation and in particular to the active participation. This project aims to promote the "Gamification" methodology as a solution to the problem as it appears to be a particularly effective and engaging methodology. We will then be addressed both the problems and the fundamental characteristics of this methodology.Objectives:- Improve some of the key competences: communication in foreign languages (English is the language spoken throughout the project); Digital competences (will be explained and used digital tools to support the gamification; for example badges and support websites); Sense of initiative (Through the activities to be developed within the local community)- Share with the participants and their associations a new and effective methodology, together with them, improve it;- Contribute to build new and useful skills for organizations engaged in the promotion of activities aimed at the youth sector and active citizenship;- Increase the active participation;- Improving the professional development of youth workers of the organizations involved and thus, indirectly, enhance the quality of the organizations activities- To promote intercultural and European citizenship in this particular period of history, it has more than ever need to be strengthened.- Create a solid network between youth workers and organizations to support and share the job done and data collected on the methodology, also in the follow-up phase of the project.At this project will participate 16 youthworkers, teachers or trainers from Italy, Spain, France, Cyprus, Macedonia and Latvia who have completed their twenty-first birthday.The participants will take part to different activities: After building a team of effective and serene work, they'll work on the major problems encountered in seeking active participation on a large scale. Will then be introduced and studied in depth the methodology Gamification and all its aspects (levels, goals, rewards, achievment, challenges etc.). They will know good practices and will create different activities to propose to the citizens through the use of this methodology. After a further study on the methodology they will prepare a document on the key points to implement this methodology and a video to promote it. they will create new projects and partnerships to be developed within the Erasmus + and not only. These activities will be conducted through the use of various non-formal education methods (ice-breaking, workshops, focus groups, brainstorming, teamwork, storytelling, simulation, world cafe, study circle and gamification), which almost always will exploit elements of gamification. Participants will learn non-formal education, the "gamification" methodology and Erasmus +.The impact sought is an improvement of the capacity of the involved youthworkers and consequently an improvement of the quality of the activities carried out by partner organizations. It will also be fundamental the "rules of gamification" and the video promotion of the methodology for the sharing this comptences as much as possible.

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