Youth for Youth

Erasmus+ YouthStrategic Partnerships for youthID: 2020-2-HU01-KA205-079126
EC Contribution
€1,597
Consortium Size
7 orgs
Start Year
2020
Summary

Background The international dimension of the project is necessary for ensuring different perspectives on the topic of GDP and the sharing of knowledge among the partners. In our countries there are just few experts working with Game Design Process (GDP) approaches in the context of youth work and education, therefore it would be rewarding to develop methodology that would be based on existing best practices and needs, using just several local experience and literature resources. Moreover, we have already tested in previous projects how the comparison between different experiences and contexts leads to produce tools of higher quality and effectiveness. The transnationality of the experience means that different perspectives, best practices, ideas can confront each other in order to produce better outcomes and intellectual outputs. Overall, complementing our practices, we wanted to raise awareness, create easy-to-use resources and supporting network that introduces game development as a conscious development tool, where youth takes an active role in their learning and shaping the challenges collaboratively that surrounds them. Objectives 1.Build a methodology where learning through play empowers to become creative, engaged, lifelong learners and leaders of change who thrive in a 21st-century world; 2. Promote and raise awareness on the power of educational games as an inclusive and participative tool to tackle youth-related and wider social challenges and; 3. Provide the know-how to transform challenges via the game development process and offer solutions in a collaborative manner to increase hand-in-hand active citizenship, entrepreneurship and creativity. In the Country Assessment we diged deeper to become more aware of particular challenges and needs beyond our consortium. The Digital and Facilitator Training prepared all interested educators to speak the shared language that can later implemented. In the local Pilot Processes youth created their own solutions via serious games in teams with mentorship provided testing the concept. And as a conclusion the methods and experiences were shared in Toolkit/ Facilitator card and international/ local multiplier event format. Overall, we maintained an open attitude to utilise the power that lies within our network that was continuously expanded. Implementation Besides the regular project management, quality assurance routine, the following international activities were implemented: Online , Midterm and Final transnational meeting hosted in Spain. Facilitator training in Italy with 22 and Game Seminar in Portugal with 38 participants. The consortium has: Launched Eduplay, a Digital Training and Online Learning Community; Produced and published 3 educational products: - Insight to game-based practices (country assessment with case studies), - The Power of Games toolkit (pilot experiences, methods ), addressing Active Citizenship, Entrepreneurship, Soft Skills and application in Community and Educational settings. Assembled a deck of 18 Cards in 7 languages to facilitate Game Development Activities. The partners have also built a joint project identity and run its dissemination activities both on international and local level. See page 103-105 in application, changes were implemented concerning C19, one partner leaving the consortium. Most of our outputs can be accessed here: https://youth-for-youth.weebly.com/intellectual-outputs.html The news stream of the project can be consulted here: https://youth-for-youth.weebly.com/news Achievements Internal: IMQ + QA handbook, DCVP dissemination strategy, interim, final reports/assessments. External: YfY Instagram + webpage with content, pilot blog, resources, outputs, newsletters. -7 country reports, 21 case studies from different sectors. -1 digital training, 5 modules, forums, journal. -6 pilot processes implemented following the standard development flow+assessment tools, targeted youth involvement exceeded as certain partners worked with several partners. 6 boxed games developed by youth, 10-20 additional games downloadable. 1 mentoring model with 3 reflective booklets, 6 Solidarity projects submitted. -1 quick impact toolkit with supplements creating connections between O2-O3,E2-7 -18 facilitation cars available in 7 languages as the GR partner left, total 126. -22 youth workers trained to engage in local facilitation activities. -38 educators trained to engage in further local activities E2-E7 -58 pax reached plus at least 60 more online - ensured by YFY webinar series spread throughout the project. -178 further local educators trained to further implement activities. 2 joint training proposals submitted in Spain 2023 R1, 2 further KA2 partner currently being developed.

Consortium (7)