A little more than a year and a half ago, the Social Innovation Center, in partnership with six partner organizations, launched a transcontinental project “Digital gamification for youth engagement / Y-game”.
The main objective of the project is to promote the use of digital gamification (gaming) as a new, innovative tool for the involvement of young people in the field of promoting democracy, reducing unemployment, involving civil society, human rights, youth entrepreneurship, environmental education, social responsibility and active participation in youth activities.
Different agents shape youth’s civic participation and engagement: family, school, peers, non-governmental organizations, media. Based on the fact, that non-governmental organizations (hereinafter – NGO) can play important role to promote youth engagement and participation, project results are focused to foster participation, applying activities of gamification elements as a new, attractive and innovative method for youth work.
According to the European Council and representatives of the Governments of the Member States, “to appeal to young people and to ensure greater impact on their lives, new settings where young people spend their time, such as modern city infrastructure and virtual space, as well as new approaches using innovative online and offline tools such as gamification”.
New approaches need to be entrained in youth work activities in order to uncover and develop the potential of young people. One of the methods that requires larger attention and acknowledgement is gamification implementation.
One of the main goals of the project was to conduct research and prepare informative materials – a guidelines on digital engagement for the involvement of young people “How to succeed with digital gamification for youth”, explaining what is gamification and how it can be used in the youth work sector. A separate section of the guidelines is devoted to the planning of the gamification process, offering both templates and questions, as well as guidelines for the planning of the game. The guidelines are available in both English and in all languages of the partner countries, in order to ensure the widest possible accessibility and applicability at the local and international level.
You can download the handbook here:
During the project training course for Youth Workers by project partner organization Polytechnic Institute of Santarém (Portugal) was developed. Training course is about a workshop created regarding gamification for youth engagement (a transnational approbation workshop). The content created and shared was with the intent of introducing the concept of gamification providing the knowledge regarding the framework in which it was built upon (games) and showing how it connects with human psychological and emotional traits.
Methodology: Expository Method with Feedback Request
Evaluation: Gamified Quizzes (Kahoot!)
Total Course Time : 14 hours and 15 minutes
The project will be concluded with a transnational conference in Riga on January 30, 2019, at the Konventa sēta, where foreign speakers, including the training program developers. Participnats will also have the opportunity to get acquainted with such practical examples as Peacegame, iPhone mobile application. Peacegame is a fun way to create peace, reduce stress, change our habits and improve our relationships.
In the closing phase of the project, there will be also a webinars for the dissemination of project results organized.
Social innovation centre ( Latvia)
INVOLVED ( Estonia)
Polytechnic Institute of Santarém (Portugal)
MLADI U EU (Croatia)
Orbis Institute (USA)
Official project card published in European Commission webpage.
Social Innovation Centre Project manager: Anita Stirāne
The content of this publication is sole responsibility of the project coordinator and may not always reflect the views of the European Commission or the National Agency.