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CONTEXTThe youth organizations in Europe should be important institutions for introducing basic and new knowledge in preventing Climate Change(CC) and can be the fundament of the competence needed for preparing motivated and educated young people in the new wave of innovation required for the transformation of Europe to a sustainable future. Therefore; the project aims to share and disseminate the innovative methodology to improve the quality of youth work and to generate the right tools based on gamification to work with young people. BACKGROUNDThe motivations at the basis of the design proposal are obviously very connected with the current situation like weather events, disasters, epidemics, pandemics people undergo these days.Huge, irreversible damage to nature, potentially leading to mass extinctions. And this could happen within a human lifespan, leaving our children and grandchildren to cope with the results.The COVID-19 pandemic has been a siren call for a wake-up call for humans and a stronger action in the face of global threats.we can still escape the worst impacts of CC, and build a safer future for all. But we need to do more, and faster. Tackling CC involves every single one of us – and YOUTH is at the heart of the global movement for a low-carbon, climate-resilient future.OBJECTIVE- inspire a passion for developing the knowledge, the attitude, the basic skills, and creativity of youth workers and young people in the field of Climate Change through learning by doing and game-based methods such as card/ board games, LEGO-serious play, Serious Games etc.- learn, exchange and share knowledge and best practices of game-based methods for preventing CC - development of a dynamic methodology based on the combined application of innovative techniques and methods used actively in their routine activities by partners. - development of the content of an online training tool and a workshop which combines all the techniques and methods used by partners to organize a local workshopPARTICIPATEThe project's main target group includes young people, youth workers and trainers in youth work. The project activities aims to involve as direct beneficiaries:1. Staff of partner organizations the staff involved: ( Youth workers/trainers/ project managers) indirect beneficiaries:1. Young people (at least 100)2. External trainers3. Stakeholders and the general publicACTIVITY DESCRIPTIONThe project involves:- 3 Short-term joint staff training events and 1 blended mobility of young people - a development an online training tool with basic information about climate change and action, ready-to-use templates, videos from the LTT activities, explanations, tips etc. for youth workers1st Module: -Reasons and consequences of Climate Change, - Individual and Collective measures that can prevent CC, 2nd Module: - Country-based situations, policy actions - Best practices of youth organizations to tackle with CC 3rd Module:- Non-formal techniques in the field of CC ( pair-group works, hand crafts, role plays etc.) -Card-Board Games ( habitat53, habitats, keep cool board game etc.) -Lego-Serious Play -Digital Serious Games (ecochains: arctic crisis, climate mission 3d etc.)4h Module - Organizing a workshop by combining these 4 different methods and techniques There are also several outcomes such as:- project logo- official website in English and partner languages- 4 newsletters , brochures - Project Facebook page- Facebook group for Project staff- press conferences- activity monitoring- activity evaluation- dissemination activities.METHODOLOGYIn order to effectively reach the various target groups, the project will combine different teaching, multidisciplinary and operational tools, encouraging the interaction of methodologies and techniques for intercultural education, mainly using the methods promoted in the training kits of the COE and the EC.In addition, the following methodologies will be applied:1) LEARNING BY DOING2) GAMIFICATION OF LEARNINGEXPECTED IMPACTThe project results will be able to involve a very large number of youth workers with enhanced professional skills and competencies on gamification and of young people with increased awareness of CC and of the environmental challenges and increased motivation for a sustainable future,
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