Youth for Youth Erasmus Project
General information for the Youth for Youth Erasmus Project
Project Title
Youth for Youth
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: Youth (Participation, Youth Work, Youth Policy) ; Civic engagement / responsible citizenship; New innovative curricula/educational methods/development of training courses
Project Summary
Youth to youth FY is 24 moths long crossectoral partnership between Poland, Hungary, Denmark, Italy, Spain and Greece.
Games are often regarded as not only fun pass time activities , but powerful tools that can tackle the challenge of low participation and engagement among youth, thus can contribute to social change. Considering the above our TC – GFC – was specifically built to focus on the design process of serious games, which are at the intersection of learning, games, and simulation. They not only have a social dimension, but also boost active citizenship via problem based-learning as they mostly involve simulation of real-world events or processes designed for the purpose of solving a problem in a joyful, but simplified way also providing hands-on and minds-on learning, while impacting player attitudes and behaviours. Using games in education not only enables students to put theory into practice, but also to further develop soft skills Learning through play supports overall healthy development, acquisition of both content and learning-to-learn skills. Therefore can be considered as powerful educational tool.
Taking part in a well-thought Game Development Processes (GDP) can empower youth facing various challenges, who need skills and mindsets allowing them to step into this uncertainty, create opportunities for themselves and their communities, and learn throughout life. While participating in a well-designed GDP collaborative creativity can also be experienced, which is all about bringing people together, viewing a challenge from different perspectives and then combining that knowledge and insight to, together, create a solution. A solution which can then be strategised, planned and implemented effectively.
However, games in the field of youth work are very often considered merely as tools to raise awareness and engage, without a complex and considerate adaptation to youth work. Real successful developments and applications were made in business. In the Youth field relevant methodology is rarely discussed. Especially in the formal settings where low engagement of the educators can be encountered as they mainly see the burdens of applying new methods or often finds difficult to access learning progress while applying GBL. As our aim is not only to develop competencies, but also to empower youth to become future architects and democratic agents, we firmly believe that solutions cannot be enforced on the system from outside, but to be developed jointly in a cross sectoral approach, where GDP is treated a multi dimensional development tool.
the PARTNERSHIP aims to:
O1)build a methodology and a future in a cross sectoral approach where learning through play empowers to become creative, engaged, lifelong learners and leaders of change who thrive in a 21st century world
O2)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
O3)provide know how how to transform challenges via the game development process and offer solutions in a collaborative manner to increase both active citizenship and creative
The partners included will:
break down walls and work in a cross-sectoral cooperation to spread a holistic view on learning including its social, emotional and creative development aspects as well becoming multipliers to able to facilitate serious game development or take part productively in related processes for social change
explore active citizenship in depth and its various ways to be practised while discussing theme related county trends to be able to extract more specific learning needs and take a glance how GBLD can be used as a tool for both encouraging active citizenship and youth empowerment at the same time
develop competencies for designing own educational games following diverse formats as games are being assessed from a meta perspective hand in hand with discovering instructional design principles and several classifications of games and their possible adaptation to serve social purposes
develop a methodology and quick impact tool, where games are not only merely a tool raising awareness, but also encourages young people to generate solutions (1), experience the power of collaboration (2), get an entrepreneurial mindset (3) and develop their essential skills therefor themselves(4) so games and the development process becomes a well planned and consciously supported learning journey, yet allows youth to hold ownership
The needs analysis of our project is based on 2 pillars assessed via
consultation and our collaboration form attached.
literature review see in details YFY NEEDS ANALYSIS
For short summary on our approach consult YFY ON OUR CONCEPT
EU Grant (Eur)
Funding of the project from EU: 171188 Eur
Project Coordinator
INNOVAFORM NONPROFIT KFT & Country: HU
Project Partners
- La trans educativa
- Vallensbæk Ungdomsskole
- Challedu
- MUOVIMENTE SOCIETA COOPERATIVA SOCIALE
- Fundacja Bullerbyn na rzecz wspólnoty dzieci i dorosłych
- COFAC COOPERATIVA DE FORMACAO E ANIMACAO CULTURAL CRL
- &LEARNING

