18 January, 2018

“Y-GAME”

 

Project “Digital gamification for youth engagement / Y-game” is being implemented under Erasmus+ Cooperation for innovation and the exchange of good practices -Capacity Building in the field of Youth.

The main objective of the project is to promote the digital gamificiation as new, innovative tool for youth engagement on various topics – democracy, unemployment, civic engagement, human rights, youth entrepreneurship, environmental education, social responsibility and active participation in community activities among youth leaders and youth workers.



Press release 

March 2019

Rahvusvaheline kohtumine Tallinnas 21-22-.03.2019

From the 21st until 22nd of March 2019, the fourth project management team meeting was held in Tallinn, Estonia. The hosting organization of this meeting was Estonian non-profit association INVOLVED ngo.

On the meeting which was dedicated to the evaluation of the project results which is called  “Digital gamification for youth engagement / Y-game” which is being implemented under Erasmus+ Cooperation for innovation and the exchange of good practices – Capacity Building in the field of Youth- 

During the meeting the representatives of different organizations which are involved in the partnership for this project from Estonia, Latvia, Portugal, Croatia, Argentina, USA, India and Vietnam where evaluating project results such as Handbook „How to succeed with digital gamification for youth“, the training course in Portugal „Training Course for Youth Workers“ that resulted in an on-line site where youth and youth workers can access to all the training results and material on Gamification as a Tool for Youth Engagement as well as the results of project joint conference in Riga January 30, 2019, at the Konventa sēta, where foreign speakers, including the training program developers where participnats also had the opportunity to get acquainted with such practical examples as Peacegame, iPhone mobile application. 

The partners concluded the partnership meeting with a set agenda for dessimmination of preject results in all participating countries.

 


Rahvusvaheline konverents Riias “PLAY FOR CHANGE”  30.01.2019

International conference “PLAY FOR CHANGE” as the final event of the project “Digital gamification for youth engagement / Y-game”

The project will be concluded with a transnational conference in Riga on January 30, 2019, at the Konventa sēta, where foreign speakers, including the training program developers. Participnats will also have the opportunity to get acquainted with such practical examples as Peacegame, iPhone mobile application. Peacegame is a fun way to create peace, reduce stress, change our habits and improve our relationships.

Participanting countries: India, Vietnam, Estonia, Croatia, Argentina, Portugal, The United States of America and Latvia.

Placements for Estonia: 2 (two) representatives.

Arrangements for Conference in Riga!

The conference will take place at 30th of January in Riga, 29th and 31st are days for traveling.

Accommodation: Hotel will be covered for 2 nights in Riga, insurance will be covered as well by the organisers.
 
Transportation: will be covered 100 % upon presenting invoices, and bus tickets (bus as a means of transportation from and to Estonia)
 
Agenda:
10:40 Registration
11:00 – 11:10 Introduction
Anita Stirāne, Social Innovation center, Latvia
11:10 – 11:50 Introduction in Gamification
Mario Alexandre Martins Duarte, Portugal
11:50 – 12:30 Peacegame – building peace by gamification
Albin Hagberg Medin, Sweden, “Peacegame”
12:30 – 13:30 Lunch & networking
13:30 – 14:10 Games as informal educational method
Dace Jurjane Turkere, Latvia, Personal couch
14:10 – 15:00 Workshop
An Coppens, UK, “Gamification Nation”
15.00 – 16.00 Gamification as a Tool for Youth Engagement, introduction in Online Training Course for Youth Workers
Mario Alexandre Martins Duarte, Portugal
Ana Luisa Mateus De Oliveira Chanca Torres, Portugal, Polytechnic Institute of Santarém
16.00 – 17:00 Networking, coffee

 

 

The Conference is organized in scopes of project “Digital gamificiation for youth engagement (Y-Game)”, supported by Erasmus+ Capacity Building in the field of youth. More about project and its results read in our home page: http://socialinnovation.lv/en/handbook-how-to-succeed-with-digital-gamification-for-youth/

 
 
Project information: here
 

 

KUIDAS EDASI?

Huvi korral täida palun korrektselt täidetud kandideerimisvorm (manusena) ning saada see elektronpostile mobility@involved.ee esimesel võimalusel. Kirja pealkirjaks: Kandideerimine projekti Riias 2019
 
 
Täiendavad küsimused e-postilt info@involved.ee või telefonidelt 555 96 458 või 52 917 17.


Press release

December 2018

A little more than a year and a half ago, INVOLVED ngo in partnership with six partner organizations, launched a transcontinental project “Digital gamification for youth engagement / Y-game”.

The main objective of the project is to promote the use of digital gamification (gaming) as a new, innovative tool for the involvement of young people in the field of promoting democracy, reducing unemployment, involving civil society, human rights, youth entrepreneurship, environmental education, social responsibility and active participation in youth activities.

Introduction

Different agents shape youth’s civic participation and engagement: family, school, peers, non-governmental organizations, media. Based on the fact, that non-governmental organizations (hereinafter – NGO) can play important role to promote youth engagement and participation, project results are focused to foster participation, applying activities of gamification elements as a new, attractive and innovative method for youth work.

According to the European Council and representatives of the Governments of the Member States, “to appeal to young people and to ensure greater impact on their lives, new settings where young people spend their time, such as modern city infrastructure and virtual space, as well as new approaches using innovative online and offline tools such as gamification”.

New approaches need to be entrained in youth work activities in order to uncover and develop the potential of young people. One of the methods that requires larger attention and acknowledgement is gamification implementation.

Handbook

One of the main goals of the project was to conduct research and prepare informative materials – a guidelines on digital engagement for the involvement of young people “How to succeed with digital gamification for youth”, explaining what is gamification and how it can be used in the youth work sector. A separate section of the guidelines is devoted to the planning of the gamification process, offering both templates and questions, as well as guidelines for the planning of the game. The guidelines are available in both English and in all languages of the partner countries, in order to ensure the widest possible accessibility and applicability at the local and international level.

How to succeed with digital gamification for youth,English, short version How to succeed with digital gamification for youth,English, full version (available soon)

How to succeed with digital gamification for youth, Latvian

How to succeed with digital gamification for youth, Portuguese

How to succeed with digital gamification for youth, Vietnamese

How to succeed with digital gamification for youth, Croatian

How to succeed with digital gamification for youth, Estonian

How to succeed with digital gamification for youth, Spanish

How to succeed with digital gamification for youth, Hindi

Training course

During the project training course for Youth Workers by project partner organization Polytechnic Institute of Santarém (Portugal) was developed. Training course is about a workshop created regarding gamification for youth engagement (a transnational approbation workshop). The content created and shared was with the intent of introducing the concept of gamification providing the knowledge regarding the framework in which it was built upon (games) and showing how it connects with human psychological and emotional traits.

Methodology: Expository Method with Feedback Request

Evaluation: Gamified Quizzes (Kahoot!)

Total Course Time : 14 hours and 15 minutes

The course in available for free here: Gamification as a Tool for Youth Engagement or https://ej.uz/ygame

 

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Conference

The project will be concluded with a transnational conference in Riga on January 30, 2019, at the Konventa sēta, where foreign speakers, including the training program developers. Participnats will also have the opportunity to get acquainted with such practical examples as Peacegame, iPhone mobile application. Peacegame is a fun way to create peace, reduce stress, change our habits and improve our relationships.

In the closing phase of the project, there will be also a webinars for the dissemination of project results organized.

Partnership

Europe:

Social innovation centre ( Latvia)

INVOLVED ( Estonia)

Polytechnic Institute of Santarém (Portugal)

MLADI U EU (Croatia)

Asia:

DISHA (India)

YESD (Vietnam)

Latin America:

A.C.F.G.R (Argentina)

Northern America:

Orbis Institute (USA)

 

Official project card published in European Commission webpage.

INVOLVED ngo Project manager: Angel Casal

Contact: angel.casal@involved.ee

Co_fin_erasmus_plus_logo-300x85

The content of this publication is sole responsibility of the project coordinator and may not always reflect the views of the European Commission or the National Agency.

 


We invite young people and youth workers to share their experience by participating in a 5 minutes online survey!!!

You will contribute to understand perception of youth towards use of game–based techniques (gamification) in different areas and the effect it makes on young people. We thank you for your response in advance! 

Young people survey: http://ej.uz/gamificationyouth!
Youth workers survey: http://ej.uz/gamificationyworker!


“Digital gamification for youth engagement / Y-game”

General objectives of the project:

Encourage youth workers in innovative and creative thinking and collaborate;

Develop interregional and intercultural cooperation between partner organizations;

Obtain new partners for future cooperation, strengthen the capacity of organizations;

Development of cooperation and language competences during project implementation.

Specific objectives of the project:

Develop a handbook on digital gamification for youth, translated in English and local languages to ensure the widest possible accessibility and usability in the local and international levels (Latvian partner);

Create Curriculum for execution of Gamification training (Portuguese partner);

Create an online video training on Gamification (as a result of training in Portugal);

Spread the idea of digital gamification for youth work and youth engagement in Europe, Asia and Latin America;

Provide the necessary competencies and inform about the tools enable youth organisations to use gamification methods.

Planned project period: 02/01/2017 – 02/01/2019

Partnerships

Europe:

Social innovation centre ( Latvia)

INVOLVED ( Estonia)

Polytechnic Institute of Santarém (Portugal)

MLADI U EU (Croatia)

Asia:

DISHA (India)

YESD (Vietnam)

Latin America: 

A.C.F.G.R (Argentina)

Official project card published in European Commission webpage.

INVOLVED ngo Project manager: Angel Casal

Contacts: angel.casal@involved.ee

info@involved.ee

Co_fin_erasmus_plus_logo-300x85

The content of this publication is sole responsibility of the project coordinator and may not always reflect the views of the European Commission or the National Agency.