A Gamified Approach to Environmental Mainstreaming in Youth Mobility Projects

Erasmus+ YouthSmall-scale partnerships in youthID: 2021-2-ES02-KA210-YOU-000048029
EC Contribution
โ‚ฌ60,000
Consortium Size
3 orgs
Start Year
2021
โ–ถSummary

G.A.E.M.Y.'s main objective was to build the capacity of youth organisations' staff to organise environmentally friendly international mobilities for young people. International mobilities are an ...

โ–ถObjectives

G.A.E.M.Y.'s main objective was to build the capacity of youth organisations' staff to organise environmentally friendly international mobilities for young people. International mobilities are an important component of the ERASMUS+ Programme, the European Solidarity Corps and other publicly and privately funded youth activities and we used gamification to allow youth organisations, as organisers of international experience, to lead a more sustainable way of travelling across Europe and beyond. At the same time, the project aimed at enabling youth organisations to raise the awareness of young people about environmental and climate-change challenges and demonstrate to them how their daily choices can contribute to solving these. Thus, the objectives of the project have been the following: S.O.1: Build the capacity of youth mobility organisers to include environmental mainstreaming in all the phases of the mobility projects (planning, preparation, implementation, and follow-up) S.O.2: Raise awareness of young people regarding environmental and climate-change challenges and enable them to be true actors of change.

โ–ถActivities

A1) Environmental mainstreaming in the project cycle: identification of opportunities for mobility projects - webinar for youth organisation staff culminating in a staff mobility. This activity included a webinar delivered by IROKO about environmental mainstreaming in youth mobility projects for the participating staff and EU youth workers. Successively, a staff training took place in Madrid, to further learn about CO2 emission calculation and compensation. A2) A youth-based approach to project planning: creation of GAEMY, a creative game for environmental mainstreaming - creation of the game with young people. Development of GAEMY, the card game. Through co-design practices, the partners created a set of cards with activities, food, accommodation, and transportation. The water footprint, carbon footprint and ecological footprints have been calculated for each card, which we printed on FSC paper.Available in 3 languages. A3) Youth mobilities and beyond: international piloting of GAEMY - Piloting the game through a youth mobility and with organisation This activity included a mobility for 13 young people to Skopje (MK) to play GAEMY and learn about sustainable lifestyle and travelling. We also shared GAEMY with schools

โ–ถImpact

The results we have achieved are as follow: R1: 18 Youth workers in Europe have stronger knowledge of environmental mainstreaming in youth mobility projects and have practical knowledge to carry out CO2 emissions calculation and compensation. we have deliver a webinar that will its available in the website project. R2: A booklet for youth workers to carry out environmental mainstreaming in youth projects. R3: GAEMY, the card game, has been created and it is freely accessible online. It has been translated to spanish and macedonian, as well as english.. It allows youth workers and other educators to play different games with young people to educate them about sustainable lifestyles and travelling. R4: A total of 21 educators (youth workers, teachers, environmental educators) can use GAEMY with young people. R5: A total of 13 young people have played GAEMY and have raised their awareness regarding environmental and climate-change challenges. R6: Two new projects about sustainability education in the formal and non-formal education sectors have been developed by the partners.

Consortium (3)