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Game On – Inclusive and Accessible Participation

Funder: European CommissionProject code: 2020-3-PL01-KA205-094940
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for youth Funder Contribution: 106,990 EUR

Game On – Inclusive and Accessible Participation

Description

In recent years, war and globalization have changed the world - on one hand, people from conflict-torn countries seek safety and opportunity for a good life, while on the other hand, many people consider themselves global citizens and move to live abroad. This presents an Europe-wide problem - young people from different backgrounds might have a learning barrier due to a combination of social, economical and cultural factors. Now all those preexisting factors are combined with a new issue - COVID-19. The unique situation contributed to the already hectic lives of youth and is just another hindrance in their efforts to succeed. In our project, we focus on the groups with fewer opportunities, namely, immigrant youth since they have been one of the most affected groups in these times. The objectives of our project are to help young immigrants and people from different cultural backgrounds develop career competencies that are aligned with current business needs via board games. The competencies the project focuses on are mother tongue fluency, foreign language acquisition, mathematical literacy, competence in science and technology, digital competence, learning to learn, interpersonal, intercultural, social and civic competence, entrepreneurship and cultural expressions. Moreover, these employability skills are applicable in various sectors of the economy and are needed for immigrants to overcome various barriers, such as language barriers, prejudice or economic difficulties. Apart from an employability standpoint, these competencies will also prove valuable for those participating in online classes since the digital skills, combined with organizational skills, are of the utmost importance for success in a digital academic environment. The main participants will be young people with an immigration background and during the initial stages of the games, partners will conduct a series of one-day career skills workshops with 30 participants from said target groups. After the end of the project, we expect that the stakeholders would be serving 500 young people in the first year. The project activities are divided into 4 main stages. The first stage includes research on the current situation of the target audience and the business needs in all partnering countries, while the second stage focuses on the content and development of the board games and youth workers’ training according to the design thinking methodology, which offers methods for creative problem-solving. Thereafter, continuous beta testing will be utilized as well as implementing feedback and a launch campaign specific for each country will mark the fourth stage of the project.The result we will produce are:- a 30% increase of young players’ employability and suitability for higher-paid jobs- 600 young people between the ages of 15 and 21 using the games and tools during the first year after the games have been released- To reach over 6000 young people in total in all partnering countries in 5 years from the project completion.- To equip 50 youth workers from NGOs and the public sector to use the tools actively and effectively during the first year of tools release.- To reach over 300 youth workers in 5 years after the project is completed.

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