SP – Gaming as social skills learning tool Erasmus Project

General information for the SP – Gaming as social skills learning tool Erasmus Project

SP – Gaming as social skills learning tool Erasmus Project
January 1, 2023 12:00 am
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Project Title

SP – Gaming as social skills learning tool

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: Inclusion – equity; Early School Leaving / combating failure in education

Project Summary

Many countries struggle with high unemployment and high school dropout rates among young people. There are many reasons for this, but several research reports states that the proportion of young people struggling with various psychological challenges are increasing, in some places as high as 30%. This is linked to social skills, inability to work with others, poor self-confidence and low self-esteem. Rarely do these problems solve themselves.
At the same time, the proportion of young people gaming online games is very high. For many, this is a diversion from everyday life and is perceived as motivating. Youths and gaming have come to stay, and instead of considering it as a problem, we can consider gaming as an opportunity and source for energy to development.
This project will use youth’s motivation in gaming and use gaming as a resource to develop young people’s social skills. A collaborative partnership with youth organizations, established social enterprises, educational authorities and universities will implement an innovative approach to develop methods, tools and activities to be used while the youths are gaming with or against other youths.
The project will establish two groups of young people, composed of youths from all partner countries. One group will be influenced by developed methods, tools and activities, while the other has status as control group.
The project will first develop suitable mapping tools, which map social skills, ability to interact, self-confidence and self-esteem. The participating youths are mapped before and after being influenced by activities while gaming, to measure the impact of developed methods, tools and activities.
Developed methods, tools and activities will, after testing, evaluation and improvement, be put together into a methodology pack, which is supported by digital training modules. This package will be flexible, in order to easily be adapted and tailored to different types of organizations working to develop and support youths with challenges similar to this project.
The project collaborates with authorities, municipalities and other types of organizations in all partner countries. This collaboration will provide a solid sustainability for project’s results.
The developed material will provide schools, youth organizations, social enterprises and other types of organsiations a new and unique approach for working with a target group that which often is difficult to interact with. Using the youths’ self-motivation within online gaming to create change.

EU Grant (Eur)

Funding of the project from EU: 187875 Eur

Project Coordinator

VEKSTTORGET MARKED AS & Country: NO

Project Partners

  • Prios Kompetanse AS
  • WYZSZA SZKOLA EKONOMII I INNOWACJI W LUBLINIE
  • JUMP – Gioventù in riSalto
  • BACKSLASH
  • KARABAGLAR KAYMAKAMLIGI