Gamification tools for youth learning Erasmus Project
General information for the Gamification tools for youth learning Erasmus Project
Project Title
Gamification tools for youth learning
Project Key Action
This project related with these key action: Cooperation for innovation and the exchange of good practices
Project Action Type
This project related with this action type : Strategic Partnerships for youth
Project Call Year
This project’s Call Year is 2020
Project Topics
This project is related with these Project Topics: Recognition (non-formal and informal learning/credits); New innovative curricula/educational methods/development of training courses; ICT – new technologies – digital competences
Project Summary
The partner organizations are experienced in implementing activities for young people on national and international level. The organizations are implementing similar activities on different topics, such as workshops, training courses and other events in the framework of Erasmus + for young people. During our regular evaluation meetings we realized that the young people on national and European level are facing the same challenges and obstacles, which means providing new working methods that are interesting for young people. This is the main idea why the project needs to be carried out transnationaly in partnership with other organizations which are active within the program.
In today’s world most of the time that the young people are spending is online. Most of the organizations are providing their regular annual activities outdoor or indoor on local level. Low percentages of the activities are placed where the young people are – online. What the youth workers are looking for is a new method that can be approachable to young people and support their learning process. With the gamification method we will provide online learning, by playing a game.
With the project activities, the participating organizations will make sure that by using gamification tools will make a step forward to improve the quality of their work and recognition of youth work.
Specific objectives are:
· To provide opportunities for youth workers to involve digital tools when providing youth work activities for young people;
· To involve new digital methods and tools for providing youth work activities;
· The young people to gain knowledge and skills on different topics for their social and personal development using online digital tools
· To motivate and inspire youth to act at local and national level by using their own potential, openness and ideas;
· Offering new opportunities for online learning on different topics providing social and personal development for young people on local and national level
Target group of the planned activities are:
– Youth organizations which are providing grass root youth work activities on local level.
– Youth workers which are working with young people on a daily basis. The youth workers that will be involved in the project activities are the staff from the participating organizations and experienced in delivering activities on national and international level.
– Young people aged 15-29 years old –Young people coming from the project countries. They will be involve in the phase of research about the needs of creating the digital tool (IO1) on local level. Once the IO2 is ready, the digital tool will be tested by them with the support of the youth workers.
The target groups the project activity (IO1-the research, IO2-the digital tool and the local activities) are:
• Unmotivated and not interested in their active participation in society;
• Limited opportunities and resources in the learning processes;
• Young people with typical development;
• Young people from marginalized groups of the following categories: social obstacles, educational difficulties, geographical barriers, economic barriers, cultural differences and young people with disabilities that will be involved in the phase of testing the digital tool.
Digital innovation can support processes of empowerment for youth workers which are called for updating their skills and practices in line with ICT transformations. Partnership will support youth workers in developing and sharing effective methods in reaching out young people and supporting their learning process. Using digital fast transformations in a proper and positive way is a key element of our digital society and youth organizations can benefit from new interactive tools for planning, implementing, assessing and improving mobility projects on the field with a community based peer to peer approach of European youth workers. This project will be focused on providing support to the youth workers and organizations when they are preparing their regular activities.
The project will go through four phases, the first two will result with two intellectual outputs:
1. Research about the needs of young people and youth workers using gamification tool as learning tool;
2. Creating the digital tool;
3. Learning/Training Teaching Activity for youth workers;
4. Local activities for testing the digital tool.
The last phase of this project is intended for distribution of the intellectual outputs to the target group – the youth workers, in order to use them in their work.
The expected results of the implemented project activities are:
– Collected information of the current situation- the needs of using gamification;
-The youth workers build and strengthen their capacities by using digital tools in their activities on local, national and international level;
-Offered digital tool for supporting the process of online learning for young people;
EU Grant (Eur)
Funding of the project from EU: 84995 Eur
Project Coordinator
EUROPEJSKA FUNDACJA ROZWOJU CZLOWIEKA & Country: PL
Project Partners
- TARTU NOORSOOTOO KESKUS
- GYERMEK- ES IFJUSAGI ONKORMANYZATITARSASAG
- CENTAR ZA MLADINSKI AKTIVIZAM CMA KRIK

