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Youth Engagement in Society

Funder: European CommissionProject code: 2016-1-NO02-KA205-000696
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for youth Funder Contribution: 112,930 EUR

Youth Engagement in Society

Description

The aim of the YES project was to increase active citizenship in youth by teaching them skills in participating in well-structured and respectful debates that should be the basis of every democratic society.The idea was to create an online tool which is a game-based approach in the form of a deck-building card game that aims to encourage debates about politics and society among youth. Youth may form teams that could consist of school classes or mixed international teams. The system essentially offers an online-environment for holding debates about societal or political issues that uses a gamification approach to encourage young people of different ages to get involved. Therefore, a card-game mechanism that foresees the learners to build teams to play against each other builds the very basis of the system. The main idea is that the teams prepare their own deck of cards with different statements that are appropriate to strengthen or defend one´s own position standing on each of the cards. This makes the whole system highly flexible as there is no limit in the number of teams that are playing against each other nor is it in the number of young people gathering to build a team. Nevertheless, it makes sense to have some kind of basic debate formats which could be the following:(1). One team against another to discuss pros and contras of a certain topic like e.g. nuclear energy.(2). A debate with up to five different teams to simulate an election, but in some kind of split-session. (3). A debate with up to five different teams, each only represented by a single person, related to a selection of pre-determined topics like e.g. in talk-shows or TV debates.The number of players gathered in one team varies, so that there is either a single representative per team or up to ten players that build a team. As the teams are linked online via the system in which they just have to log in, they don´t necessarily need to be in the same location. So theoretically, teams may be consist of youth from different nationalities which encourage language learning as well. Once the players are engaged in a debate, the system is used to support a democratic decision-making process. A poll-system is integrated to choose the argument (the card) that is going to be played. Thus, the objective of the is to encourage productive debates that authentically reflect the ways societal or political debates take place in real life, to foster learning about the discussed topics in mind. Hence, the first step is to prepare the debate. Learners conduct research, they search for background information and facts, and they have to prepare arguments and counter-arguments that are then written down on the cards. This requires the learners to anticipate the argument and counterarguments of the other teams as well which pretty much implies the extent of research necessary to undertake by each of the teams, particularly when playing with more than only two teams. But this also shows that the research process itself and all of its outcomes are highly valuable for the learners.The second step is the debate itself. When thinking of a debate in which a pro- and a contra-team compete against each other; one team starts with an argument and the other team plays a card with a counter-argument that specifically targets the argument that was drawn before. At the end of each round there is public voting. Votes give points for the quality of the elements produced and how well they compare against the other one. This way, we came up with a point system that tells who won the debate at the end of all the rounds.The fact that teams have to anticipate the arguments of the other side means that they will have to look at the debated topics from more than one side in order to be successful. Not only they learn structured, respectful and productive debating skills, they also develop a deep understanding of the topics that they are debating about. The YES-Tool is available for free as an online tool: http://yes-cards.dev-lg.de and it was integrated into other existing platform, the RAISE UP platform that promotes active citizenship. In order to help youth workers, trainers and teachers use it in the education of youth, the YES-Tool is supported by pedagogic materials: https://moocit.de/index.php?title=YES_Mooc_UPB that make using the YES-Tool easy and minimize any extra work. In addition, the results of the research activities on game-based learning in youth work are publish in a convenient handbook: https://goo.gl/JrihnQ that gives youth workers an overview of game-based learning solutions and approaches. In this way, result of the project are inspiring for those active in youth work and fun and effective for the youth experiencing it.

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