GeT - Gamification, Education and Training to activate youth for sustainable choices
▶Summary
Background Global production chains put the environment and people at risk in the Global South. At the same time, we know that behavioral change is necessary for us to meet the SDGs. There is a pressing need for both individual changes and political pressure for structural change. NGOs working with young people have an important role in supporting formal educational systems by offering high quality educational methods, services and materials. In addition, they can offer concrete channels for young people to become active citizens and change agents. In order to motivate the young people, the activities offered must be fun. This project addressed these needs using a gamification approach. It responded to the need for innovative methods to discuss sustainable consumption, circular economy and links between local actions and global impacts. Partners applied for this project to explore gamification as a new approach. They wanted to create effective materials to bring to schools and youth work to promote proactive learning. Also, they wanted to increase their own capacity and skills in non-formal education as well as on the topics of the project: sustainable consumption and circular economy Objectives In general, partners wanted to address the needs that we had identified before the project. The partners wanted to contribute to improving the resources available for teachers and youth workers in their areas and especially build capacity in the method of gamification. Gamification is an innovative and high-impact possibility to reach young people and foster active participation. By implementing the project we wanted to strengthen the capacity of participating organisations that work in the field of sustainable development, sustainable consumption and circular economy. Also, we wanted to increase the impact of education for sustainable development through the use of non-formal education methods. Also, the partners wanted to increase their network of European partners and reinforce their position in their region as a provider of educational materials on sustainable consumption and circular economy. We also wanted to form relations with experts that could support our team on future initiatives. Implementation The project had two outputs: a toolkit for educators and youth workers on gamification and a board game. Partners implemented many activities to create these outputs. Output 1: Toolkit, activities: A1: Creation of guidelines for the toolkit. A2: Background research by partners on EU level. A3: Focus groups: interviews with gamification experts in each country. A4: Selection of best practices from each country and writing the content. A5: Translations. Output 2: Board game, activities: A1: Creation of guidelines for the game. A2: Background research. A3: Developing the game play idea (narrative, mechanics, rules etc.) A4: Testing the game A5: Finishing the game A6: Translations The partners also implemented activities to promote and disseminate the materials created in the project. The most important activity carried out in every partner country was the multiplier events. In these events, the partners presented the materials created in the project to teachers, youth workers and NGO staff. They also collected feedback from the participants. The activities also included different communication actions. Partners shared information about the project and its outputs in their websites and social media. Achievements There were two concrete outputs that the project produced: a toolkit “Gamification, education and training to active youth for sustainable choices: Toolkit on gamification” and a board game “Getland - A playful experience to learn sustainable thinking”. The toolkit contains an introduction to circular economy and sustainable consumption and production. It also contains a chapter on gamification in global citizenship education.The toolkit contains a comprehensive guidance on developing gamified materials that was developed through expert interviews and background research. At the end of the toolkit, there is a list of inspiring games that have been developed in partner countries. The board game deals with the themes of circular economy, active citizenship and sustainable consumption. The game’s narrative is based on the fight against climate change. The players are constructing a sustainable country and they have to complete different tasks in order to finish their mission.