
gamED is a 24 months strategic partnership project developed by Romanian Angel Appeal Foundation in partnership with 5 partners from 3 European countries: World University Services of the Mediterranean and Blue Room Innovation from Spain, Instituto Politecnico de Setubal and Produções Fixe from Portugal and Universitatea „Vasile Alecsandri” Bacău from Romania.
The 6 partners propose a complex multi-layered intervention through a project that follows to develop the capacity of professionals working with youth in non-formal and formal education contexts in order to improve the quality of programs aiming at developing key competencies that lead to a successful life and in the same time instilling in youth core values of fairness, social justice, non-discrimination, involvement in the community. All of these by gaining essential competencies of gamification and game design which will support them in developing and delivering innovative curriculums.
The specific objectives of the project are:
- Creating a series of 4 tools to support youth workers in delivering and creating quality educational programs for youth by using gamification in different educational sectors
- Fostering the development of key competencies and values for a minimum of 420 youth involved in gamification processes
- Raising awareness and knowledge regarding how to use gamification in youth work through face-to-face and online dissemination
Intellectual outputs
By the end of the project, a full package of using gamification and (board)game-based learning will be available and ready to be used with and/or for 14-24 y.o. the youth of different socio-economical backgrounds and other specificities, in a wide range of contexts:
- Gamified Learning Contents on Key Competencies (GLC) – with 10 relevant key competencies gamified
- Hi-Quest 2.0 Board Game an educational journey of conquering cities impersonating essential competencies based on the Hero’s Journey and team work
- Guidelines on how to co-create gamified contents together with participants in nonformal and formal contexts – a tool encouraging youth workers to involve their beneficiaries when planning learning processes for them and teaching them how to use gamification in competencies’ development programs
- 3 E-learning modules (tutorials) of Gamification of learning processes and Boardgame use in youth work at the community level: in NGOs and other community contexts / in schools and highschools / in universities
Main results of the project
Several groups of beneficiaries will be involved throughout the project in activities that are relevant for them:
- project teams from the 6 organizations, which will be better prepared to offer quality youth work and promote it within their teams of youth workers and education professionals;
- 4 groups of 15, in total 60 youth from different contexts in the 3 countries will be involved in the piloting phase and developing essential skills, in the meantime being empowered to give feedback for improvement of materials;
- 18 trainees from 3 countries will specialize in gamification during a 5-days training and will consistently implement GLC and board game with youth, in their local contexts;
- 420 youth from 3 countries will benefit from developing essential skills through 2 different gamified processes;
- 7,090 stakeholders relevant for youth work and the educational field will familiarise themselves with how to use gamification in developing key competencies and with project outputs as a result of dissemination activities.
The project is funded under K205 Strategic Partnerships for youth program and has started on April 2021.