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About the project

"Youth Work 2.0" training course will take place in Bergolo, Italy, in from 12 to 19 May 2022 + 20 May as travel day.
It will bring together 30 participants aged 20+ from Croatia, Italy, Spain, Bulgaria, Greece, Portugal, North Macedonia.
The aim of this training course is to equip youth workers with  basic competences needed to facilitate the learning process of groups with the addition of gamification elements.
Youth workers will be empowered in putting them immediately in practice within a frameworks and space where to create high-quality educational games that address social inclusion among youth.
During the main activity, participants will have the opportunity to gain skills and knowledge in building and leading the learning process of groups while using educational games and gamification elements

"Youth Work 2.0" consists in 3 phases:
– 1st Phase: Preparation before the Training Course in which selected candidates will be asked to complete specific assignment  tasks.
- 2nd Phase: Training Course for Youth Workers
8 days program + 1 travel day focused on giving youth workers the knowledge, basic fundamentals and facilitation skills of group's learning process, together with educational games based on gamification elements discovering educational games as a powerful tool for social inclusion and empowerment minorities at risk of social exclusion.
– 3rd Phase: Follow-Up and Dissemination
Activities at local level where participants come back to their local organizations and put in action the gained knowledge and learned exercises and dynamics.
They will have the chance to practice and improve their facilitation skills by delivering the educational games created in the TC for their target group.

Goals of the project

  • Understanding of the role of youth worker in a position of trainer/ facilitator in the learning process of groups

  • Knowledge of important inclusion and social topics for Europe and understanding of key concepts, frameworks and models such as non-formal education, facilitating creative processes, experiential learning, group dynamics.

  • Knowledge of game creating frameworks and approaches and of competences needed as a youth leader and non‐formal education practitioner.

  • Specific basic tools and methods in the area of learning process facilitation, gamification and educational games development e.g. energizers, role plays, simulation games, and outdoor activities through non-formal education.

  • Competences in adapting/designing gamified methods and educational game, activities and processes based on the needs of specific target groups.

  • Experience in creating and leading creative non-formal education gaming sessions.

  • Understanding of the role of youth workers in a position of trainer/ facilitator while providing them with practical skills in designing, implementing and facilitating learning processes of groups.

  • Planning and implementing program for non-formal education activity (workshops, trainings etc.) including in them Gamification Elements and Educational Games adapted to their work with young people at risk of social exclusion.

  • Improvement of team work skills and leading a team (working in large teams, small teams and pairs)

  • Explore and implement gamified activities and educational Games as a powerful methodology with broad potential from the experiential, pedagogical and social point of view, to youth workers directly working with young people at risk of social exclusion.

  • Apply the knowledge and skills acquired by participants by developing and facilitating youth programs with non formal education methods and educational games in their organisations during the Follow-Up and Dissemination phase, having a direct impact on youth at risk of social exclusion.

  • Create a tool box using the methods created and tested by the participants, and share it with organisations and youth workers working for the empowerment and social inclusion of youth at risk of facing social exclusion, including youth from any other background.

What can you get out?

  • Understanding of the role of youth workers in a position of trainer/ facilitator while providing them with practical skills in designing, implementing and facilitating learning processes of groups.

  • Planning and implementing program for non-formal education activity (workshops, trainings etc.) including in them Gamification Elements and Educational Games adapted to their work with young people at risk of social exclusion.

  • Improvement of team work skills and leading a team (working in large teams, small teams and pairs)

  • Explore and implement gamified activities and educational Games as a powerful methodology with broad potential from the experiential, pedagogical and social point of view, to youth workers directly working with young people at risk of social exclusion.

  • Apply the knowledge and skills acquired by participants by developing and facilitating youth programs with non formal education methods and educational games in their organisations during the Follow-Up and Dissemination phase, having a direct impact on youth at risk of social exclusion.

  • Create a tool box using the methods created and tested by the participants, and share it with organisations and youth workers working for the empowerment and social inclusion of youth at risk of facing social exclusion, including youth from any other background.

  • Understanding of the role of youth worker in a position of trainer/ facilitator in the learning process of groups

  • Knowledge of important inclusion and social topics for Europe and understanding of key concepts, frameworks and models such as non-formal education, facilitating creative processes, experiential learning, group dynamics.

  • Knowledge of game creating frameworks and approaches and of competences needed as a youth leader and non‐formal education practitioner.

  • Specific basic tools and methods in the area of learning process facilitation, gamification and educational games development e.g. energizers, role plays, simulation games, and outdoor activities through non-formal education.

  • Competences in adapting/designing gamified methods and educational game, activities and processes based on the needs of specific target groups.

  • Experience in creating and leading creative non-formal education gaming sessions.

Who can apply?

THIS PROJECT IS FOR YOU IF:
- you are 20+

- you are a youth leader or a youth worker, who has some experience, but more important desire to develop and gain a "level up" in your youth work
- you are resident of Croatia, Italy, Spain, Bulgaria, Greece, Portugal, North Macedonia.
- you are willing and committed to working through the whole main activity (about 8 hours per day)
- you are willing and committed to take part in all the 3 phases of the project as above listed: Preparation, Training Course, Follow-Up and Dissemination Phase
- you are motivated to explore and submerge into the topic of facilitating learning process of group through gamification and educational games.

Goals of the project

What can you get out?

Goals of the project

What can you get out?

  • Understanding of the role of youth workers in a position of trainer/ facilitator while providing them with practical skills in designing, implementing and facilitating learning processes of groups.

  • Planning and implementing program for non-formal education activity (workshops, trainings etc.) including in them Gamification Elements and Educational Games adapted to their work with young people at risk of social exclusion.

  • Improvement of team work skills and leading a team (working in large teams, small teams and pairs)

  • Explore and implement gamified activities and educational Games as a powerful methodology with broad potential from the experiential, pedagogical and social point of view, to youth workers directly working with young people at risk of social exclusion.

  • Apply the knowledge and skills acquired by participants by developing and facilitating youth programs with non formal education methods and educational games in their organisations during the Follow-Up and Dissemination phase, having a direct impact on youth at risk of social exclusion.

  • Create a tool box using the methods created and tested by the participants, and share it with organisations and youth workers working for the empowerment and social inclusion of youth at risk of facing social exclusion, including youth from any other background.

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