Professional Documents
Culture Documents
22
GUIDELINES
FOR USING DIGITAL
GAMES AND GAMIFICATION
IN YOUTH WORK
AUTHORS
Mateusz Hoffmann
Viviana Mirenzi
CONTRIBUTORS
Barbara Moś
Mafalda Ferreira
Mila Karadafova Angelovska
Stefano Resca
PARTNERS
Europe4Youth (Poland)
DYPALL Network (Portugal)
Center for Youth Activism KRIK (North Macedonia)
Bangherang APS (Italy)
DESIGNERS
António Boto
Emma Genovese
Sara Bottesin
The European Commission support for the production of this publication does not constitute an endorsement
of the contents, which reflect the views only of the authors, and the Commission cannot be held responsible
for any use which may be made of the information contained therein.
PART 01
01 INTRODUCTION
Introduction 06
About the publication 07
About the project 08
PART 02
PART 03
PART 04
PART 05
PART 06
06 FINAL REMARKS
Final Remarks 82
PART 07
07 BIBLIOGRAPHY
Bibliography 84
PART
01
INTRODUCTION
INTRODUCTION
Games have been played worldwide for thousands of years, from ancient
Mesopotamia and their Royal Game of Ur or Checkers, through Backgammon
from Ancient Persia and Egyptian Senet or Mehen to well-known Chess,
originating in India or China (according to British Museum). They served as
entertainment, tools to stimulate social bonds, and allowed participants to train
their strategic thinking and mathematic skills. The first educational game,
Kriegsspiel, was created and published at the beginning of the 19th century to
simulate the battlefield and learn and practice war strategies.
Regardless of its long history of popularity, the game industry has experienced
massive growth in the last century. Intense development of the board game
industry, popularisation of text or live-action roleplaying games,
implementation of serious games,[1] and finally, an absolute explosion of the
digital game industry has changed our world forever. The global digital games
market only was valued at 149,7 bln EUR in 2021 and is expected to reach 271 bln
EUR in 2027 (almost 10% growth year to year).[2] Its growth doesn’t slow down
since mobile gaming development over 25 years ago.
Digital games have an essential role in today's culture and society. They connect
people of all ages, genders, origins or economic statuses. Digital games, often
neglected as a useless, time-wasting hobby, have become a global trend that is
no longer reserved for young boys with too much time. This change has
brought another trend to life – GAMIFICATION.
[1] Which differ from educational games, as according to the author of this term, Clark C. Abt, are not meant to be funny.
[2] Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2022-2027) 06
[3] Definition of GAMIFICATION according to Oxford Learning Dictionaries
PART 01 - INTRODUCTION
The global gamification market is smaller – valued at 8,3 mln EUR, but it
experiences constant and rapid growth and is expected to reach 31,46 bln EUR
by 2026 (over 25% growth year to year). It is powered by the increasing number
of smartphones and mobile devices and growing recognition of this method as
a tool to influence people’s behaviour.[4]
This publication aims to provide youth workers with methods and tools to use
digital games or tools to gamify their working methods. It will shed some light
on existing educational games and gamification practices from different
countries, present easy-to-use tools to gamify learning experiences and
highlight key challenges and significant benefits of using this method in youth
work.
It is the result and the 1st Intellectual Output of the project GAME+: Gamification
and Access for Millennials in Erasmus+, developed by four non-governmental
organisations: Bangherang APS (Italy), Center for Youth Activism CYA KRIK
(North Macedonia) and DYPALL Network (Portugal), under the coordination of
Europe4Youth (Poland) and is financed by the Polish National Agency for
Erasmus+ Programme.
[4] Gamification Market - Growth, Trends, Covid-19 Impact, And Forecasts (2022 - 2027)
[5] Ibidem 07
ABOUT THE PROJECT
SUMMARY OBJECTIVES
The project Growth and Access for The main objectives of the project are:
Millennials of Erasmus+ (GAME+) is 24
months Strategic Partnership To offer new, innovative digital tool-
Innovation project in the filed of youth, educational game based on
focusing on Youth workers' capacity gamification method
building throughout involving new
digital tool. Improve the digital participation and
digital inclusion of young people
The partnership operates in a European
context where countries involved
noticed the need of digital inclusion To encourage and motivate young
and involving new digital methods. people to use the educational games as
a tool for online learning
This project is focused on providing
support to the youth workers and
organizations when they are preparing To straight the capacities of the youth
their regular activities and to support workers, young people and youth
the digital participation and online organizations on European level
learning of young people.
08
PART
02
BUILDING A COMMON GROUND
BUILDING A COMMON GROUND
GAME-BASED LEARNING,
EDUCATIONAL GAMES AND
GAMIFIED EDUCATION
Using games in education is a growing trend among European youth workers.
In the publication “Study on models of youth participation in decision-making
processes at the local level,” Europe4Youth and DYPALL Network, together with
two other partners, mapped projects, initiatives, and tools that prepare young
people to participate in political life at the local level. Among 15 described tools
and practices selected in a mapping process without a specific focus, six use
some game mechanics - three digital tools, two physical youth-work-oriented
board games and one gamified in-person activity.
They all use gamification and game mechanics to increase the engagement of
young people by providing traditionally boring content through an attractive,
playful approach.
DEFINING GAME-BASED
LEARNING
Game-based learning uses different games – those that already exist or those
designed for educational purposes – for teaching, with defined learning
outcomes.[6] With a long-lasting history, game-based learning has constantly
been developing and has been a subject of scientific research for decades.
Educational games motivate to play with their gainfulness, offer straightforward
and interactive educational content and include a debriefing or feedback
session after the game experience led by an educator, whose role is to ensure
that the players have absorbed concrete learning material. They are the most
suitable for young people who have difficulties concentrating in traditional
school settings. Game-based learning has to be professionally instructed to be
effective, like any other kind of learning method. It shows numerous positive
results, even in the most critical research results.[7]
[6] Game-based Learning and Gamification: Searching for Definitions. International journal of simulation: systems, science &
technology, H. al Fatta, M. Zulisman, M. Zakaria (2019) 10
[7] Games Educator's Handbook, J. Harvainen, M. Meriläinen, T. Tossavainen (2015)
PART 02 - BUILDING A COMMON GROUND
DEFINING EDUCATIONAL
GAMES
With Kriegsspiel as their precursor, educational games are nowadays easily
accessible and more and more popular in many shapes and forms. The most
straightforward division of educational games is proposed by Iacopo Falciani
(2020) and considers the place where the games happen and the environment
in which the students play.[8]
01 Board games
Board Games – such as chess or Monopoly – involve the movement
of counters or other objects around a board.[9] Most often are
played in person, by at least two players and in a competitive
framework. They can be universal (for example, teaching about
different kinds of plants or events in history – such as Timeline) or
designed for a very particular use (such as a game developed for
children in the Municipality of Cascais, which allows them to
understand the processes behind the local youth participatory
budget and set their suggestions for rules for future editions).
[8] Game-Based Learning: What Is It? GBL vs Gamification: Types and Benefits, Falciani (2020)
[9] Definition of BOARD GAMES according to Oxford Learner's Dictionaries 11
PART 02 - BUILDING A COMMON GROUND
02 Real-life games
In real-life games, the environment is the real world. Role-playing
(live-action role-playing games) allows players to adopt different
roles and characteristics and engage in different scenarios through
simulations with other players. This format can simulate the
parliamentary debate, particular historical events or a decision-
making process. Games like these often require a storyteller who
sets a background narrative of the activity and leads players
through the game.
12
PART 02 - BUILDING A COMMON GROUND
Digital games
Games invite students to take risks, make quick decisions, and absorb the
learning content in small portions adjusted to their learning capability.
13
PART 02 - BUILDING A COMMON GROUND
DEFINING
GAMIFICATION
As briefly explained in the previous chapter, gamification uses elements of
game-playing in another activity, usually to make that activity more enjoyable.
[10] It includes operating features of games, such as excitement, fun, sociability
and rewards for reaching set goals in work, consumption or learning.[11] It is
essential to underline that using gamification mechanics is not directly
connected to playing games. It just used similar mechanics to reach a higher
engagement.
15
PART 02 - BUILDING A COMMON GROUND
With the development of the digital world, fascinated by the amazing growth of
technologies and children’s capacity to assimilate them, western society
developed multiple catchy definitions and phrases that describe young people’s
approach to digital technologies. Before this publication turns from a general
introduction to practical guidelines on the application of digital gamification
and game-based learning to the education of young people, the authors feel
responsible for summarising these definitions and challenging part of the myth
they often carry, providing popular but misleading assumptions.
- ANGELA AHRENDTS
16
PART 02 - BUILDING A COMMON GROUND
17
PART 02 - BUILDING A COMMON GROUND
DIGITAL DIVIDE
Young people use and think of digital technology in different ways.[16]
First of all, there are significant disparities in access and proficiency in
using digital technology between young people from higher and
lower-income households and young people from rural and urban
areas. The term digital divide was coined to underline the existence of
such differences, as well as the existing threat that in the times when
public policies turn more and more into digital directions and require
more and more digital proficiency, these differences might threaten
social and national cohesion, as they reduce the political efficiency for
population groups from the analogue part of the divide.
[16] Ibidem
[17]. Being young in Europe today - Digital World, Eurostat (2022) 18
PART 02 - BUILDING A COMMON GROUND
[18] International Computer and Information Literacy Study 2018, International Association for the Evaluation of Educational 19
Achievement (2018)
PART 02 - BUILDING A COMMON GROUND
20
PART
03
RESEARCH ON THE USE OF GAME-
BASED AND GAMIFIED LEARNING
IN YOUTH WORK
RESEARCH ON THE USE OF
GAME-BASED AND GAMIFIED
LEARNING IN YOUTH WORK
METHODOLOGY OF THE
RESEARCH
The methodology of the research consisted of several steps.
01 PLANNING PHASE
SECTION
01 IDENTIFICATION DATA
SECTION
02 BASIC INFORMATION ABOUT THE
ACTIVITY
22
PART 03 - RESEARCH ON THE USE OF GAME-BASED
AND GAMIFIED LEARNING IN YOUTH WORK
SECTION
03 TOOLS AND INFRASTRUCTURE
SECTION
04 QUALITATIVE INFORMATION
23
PART 03 - RESEARCH ON THE USE OF GAME-BASED
AND GAMIFIED LEARNING IN YOUTH WORK
02 DISSEMINATION PHASE
The first answers to the questionnaires have been gathered and analysed.
Researching partners directly approached organisations with relevant inputs
to gather more information through bilateral meetings.
24
PART 03 - RESEARCH ON THE USE OF GAME-BASED
AND GAMIFIED LEARNING IN YOUTH WORK
03 ANALYSIS
In the third phase, ANALYSIS, the partners analysed the national research
outcomes and filled in the templates of the national reports. Each national
report (in English) summarised the overall research in the specific countries.
It consists of the following fields:
04 DEVELOPMENT
25
PART 03 - RESEARCH ON THE USE OF GAME-BASED
AND GAMIFIED LEARNING IN YOUTH WORK
RESEARCH IN NUMBERS
Portugal
Poland
19.1%
23.4%
Organisations
contributing:
47
Italy
17%
North Macedonia
40.4%
Portugal
Youth workers 24.3%
represented:
Poland
111
40.5%
North Macedonia
26.1%
Italy
9%
Portugal
Poland
Practices mapped: 15.9%
20.6%
63
Italy
15.9%
North Macedonia
47.6%
100
The average
number of 75
participants per
good practice 50
25
0
al
ia
nd
al
ug
on
It
la
rt
ed
Po
Po
ac
M
th
or
N
26
PART 03 - RESEARCH ON THE USE OF GAME-BASED
AND GAMIFIED LEARNING IN YOUTH WORK
Minimum number
of participants
20 PORTUGAL
7 NORTH MACEDONI A
2 I TALY
6 POLAND
Maximum number
320 PORTUGAL
of participants
500 NORTH MACEDONI A
20 I TALY
80 POLAND
Digital tools
8 PORTUGAL
mapped
12 NORTH MACEDONI A
11 I TALY
16 POLAND
27
PART 03 - RESEARCH ON THE USE OF GAME-BASED
AND GAMIFIED LEARNING IN YOUTH WORK
PARTICIPANTS OF MAPPED
PRACTICES
The mapping process results show that youth workers use gamification and
game-based learning in learning processes with children and young people of
any age. Youth workers from all four countries worked with young participants
aged 11 to 35, including young people with fewer opportunities in their practices.
Mapped practices included different groups of young people: participants of the
training courses, youth exchanges, students (at schools), volunteers or young
youth workers themselves.
The study shows that successful gamified and game-based learning can be
implemented for diversified groups of young people, regardless of their age,
profile, abilities or number.
28
PARTICIPANTS OF MAPPED
PRACTICES
KNOWLEDGE
Digital games and gamification methods are not reserved for participants at a
certain age. Even though playing games might sound childish, the vast
majority of players in the entertainment sector are adults.
Digital games and gamification methods can support learning activities for
children and young people of any age and target group. They can also be a
powerful tool when working with young people with fewer opportunities (such
as disabilities), as long as we use adapted tools and ensure the available
infrastructure.
Some learning processes can also be used for individual learning exercises.
However, playing games individually, we lose an opportunity to interact with
other players and collaborate, compete, or relate with the accomplishments of
.
the others. It is also essential to understand that just playing an educational
game is not a proper learning process. The learning process requires
information at the beginning, guidance throughout the process and reflection
on the learnings after the activity, which is impossible in a completely individual
setting.
29
PART 03 - RESEARCH ON THE USE OF GAME-BASED
AND GAMIFIED LEARNING IN YOUTH WORK
As for the needs for physical infrastructure requested to implement the digital
practices, youth workers who participated in the research tend to mention
three groups of requests:
.
30
PART 03 - RESEARCH ON THE USE OF GAME-BASED
AND GAMIFIED LEARNING IN YOUTH WORK
As for the most needed functionalities, youth workers listed: maps and map
creators, puzzles, quizzes, city games through social media (for example, using
Instagram stories), platforms for creating avatars and describing their abilities,
addons to conversation groups (such as whiteboards), and platforms for
presenting, merging, sending multiple pictures. The tools should be available
for free and without the need for registration.
31
SPECIFIC NEEDS FOR
INFRASTRUCTURE
KNOWLEDGE
The above description clearly presents that when planning digital game-based
or gamified learning processes, we need to consider the need to access three
dimensions of infrastructure: physical space, hardware and software
PHYSICAL SPACE
32
SPECIFIC NEEDS FOR
INFRASTRUCTURE
If we have difficulty providing such space, using digital tools in game-based and
gamified learning on a mobile phone may at least partially release us from this
problem. For example, with digital applications with geolocalisation features
(such as GeoPaparazzi), we might send participants outside to learn about
different points around the city.
HARDWARE
personal computers: are the most flexible and adjustable but way less
available than mobile phones. Let us use applications and games on
the web or install them inside the operational systems. Computers are
more comfortable than mobile phones (especially for longer learning
sessions). However, fewer young people possess a personal computer
(or they need to share it with parents/siblings), and public computers
(school infrastructure) can be considerably slower.
33
SPECIFIC NEEDS FOR
INFRASTRUCTURE
34
SPECIFIC NEEDS FOR
INFRASTRUCTURE
SOFTWARE
Software is all the programmes, procedures and routines that tell the computer
what to do. When planning a game-based learning or gamified learning
activity, we think of software as a digital programme/application/game with
specific features we can use. There is an enormous offer of different digital
programmes and applications, and we receive new ones to try every day.
However, there are some key dimensions we can pay more attention to when
choosing the software we will use:
35
SPECIFIC NEEDS FOR
INFRASTRUCTURE
The offer of digital tools is endless – there is not enough time to try or test
everything that might be useful. There are massive, complex platforms offering
a variety of gamification features. There are advanced tools that offer just one
feature but are provided in the best possible manner, way better than as one of
the features of advanced platforms. There are free tools, which maybe are not
the best looking or the most advanced in terms of features – but they do their
job. Finally, each existing tool has its alternative.
36
PART 03 - RESEARCH ON THE USE OF GAME-BASED
AND GAMIFIED LEARNING IN YOUTH WORK
BENEFITS OF GAME-BASED
AND GAMIFIED LEARNING
37
PART 03 - RESEARCH ON THE USE OF GAME-BASED
AND GAMIFIED LEARNING IN YOUTH WORK
Games and gamification are also very effective when working with groups with
specific learning disabilities, like dyslexia. It automatically strengthens the
knowledge, making the content easier to remember for an extended period, as
the learning process might take place subconsciously while having fun.
The added value of using digital gamification and games was confirmed during
more informal moments. For example, to create social bonds with others when
using them in ice breakers with new groups of participants or when touching
on more sensitive topics, such as when discussing the issues like intercultural
learning and communication, identity, culture, or when reflecting on the future
of the municipal territory.
38
BENEFITS OF GAME-BASED
AND GAMIFIED LEARNING
KNOWLEDGE
Most games were not created to facilitate learning processes. On the contrary,
their main goal was to attract and entertain the player. Therefore, it is
challenging to put quality game-based learning into the theoretical framework
of categories like cognitivist, behaviourist or constructivist. Usually, games do
not possess any (planned in advance) learning factor in a formal meaning.
Nevertheless, due to the challenging environment most of them provide, as
well as the storylines behind the fable, promotion of collaboration or time
constraints to finish the tasks, game mechanics allow players to possess and
practice skills which are challenging to learn in school or even real-life
environments.
In games, players need to react quickly to arising problems and seek solutions,
increasing complex problem-solving skills under stress caused by limited time.
They are encouraged to promptly possess and apply new knowledge, as some
games teach practical facts to provide a background storyline and expect
players to use it to solve in-game riddles through memorisation, recall or rote
learning – which is as close to a formal learning test, as it gets. Games might
promote collaboration, especially when playing takes place online and in a
multiplayer environment, where different players not only compete but also
collaborate in a deep and strategic way to solve particular challenges together,
which would not be possible on their own. Playing together might improve
social skills and build the self-confidence of players.
39
PART 03 - RESEARCH ON THE USE OF GAME-BASED
AND GAMIFIED LEARNING IN YOUTH WORK
CHALLENGES OF GAME-BASED
AND GAMIFIED LEARNING
40
PART 03 - RESEARCH ON THE USE OF GAME-BASED
AND GAMIFIED LEARNING IN YOUTH WORK
They also underlined the lack of recognition for digital recognition tools such as
badges at the political level, which demotivates the participants. Another
challenge was finding the right platform/tool/programme which would be
applo\icable to the organisation's needs and free of charge.
The facilitation of the learning process was also challenging for the facilitator,
who not only needs to possess digital skills but also has to be ready to handle
additional emotional dimensions of the learning process since the activity can
spur many emotions and competitive spirit among the participants. Moreover,
the preparation of the gamified learning process tends to be more time-
consuming than in a traditional setting. These result in a reluctance of youth
workers to integrate game-based learning and gamification methods into their
learning processes.
41
CHALLENGES OF GAME-BASED
AND GAMIFIED LEARNING
KNOWLEDGE
42
CHALLENGES OF GAME-BASED
AND GAMIFIED LEARNING
43
PART 03 - RESEARCH ON THE USE OF GAME-BASED
AND GAMIFIED LEARNING IN YOUTH WORK
GREATEST ACHIEVEMENTS
AND ADDED VALUE
44
PART 03 - RESEARCH ON THE USE OF GAME-BASED
AND GAMIFIED LEARNING IN YOUTH WORK
45
PART 03 - RESEARCH ON THE USE OF GAME-BASED
AND GAMIFIED LEARNING IN YOUTH WORK
STATE OF ADVANCEMENT IN
GAME-BASED AND GAMIFIED
LEARNING PROCESS IN
DIFFERENT COUNTRIES
46
PART 03 - RESEARCH ON THE USE OF GAME-BASED
AND GAMIFIED LEARNING IN YOUTH WORK
Italian researchers noted the trend among some organisations to fall into the
error of adding gamification elements without correctly integrating them into
the designed activity. In Portugal, even though the youth workers were often
interested in sharing their practices, after direct contact, it often occurred that
the practices were held in person, without the use of digital tools. This implies
that although Portugal is one of the most advanced countries in developing
innovative youth work practices, the game-based learning or gamification of
education methods has not yet become popular, primarily if we refer to its
digital dimension.
47
PART
04
DIGITAL TOOLS FOR
GAME-BASED YOUTH WORK
DIGITAL TOOLS FOR
GAME-BASED YOUTH WORK
In today’s world, with the overload of information, disinformation and fake news
flooding young people from social media, TV, outdoor advertisements or even
public institutions, media literacy and critical thinking skills are among the most
needed and valuable skills that young people should possess. Below we present
three simple text games that can support youth workers in educating young
people on distinguishing facts from fakes and the mechanics behind the
information and media they receive.
Getbadnews
The Bad News game confers resistance against bad online
information by putting players in the position of the people
who create it. It also goes into the concept of disinformation
in a broader sense and explains how the game covers its
various aspects. It teaches how our feed on social media is
flooded with bad news or fake news, giving practical input
and examples. The Bad News Game confers resistance
License: Open
against disinformation by putting players in the position of
Availability: Online
the people who create it and as such gain insight into the
Type: Desktop and Mobile various tactics and methods used by ‘real’ fake news-
Link: mongers to spread their message. This, in turn, builds up
https://www.getbadnews. resistance. The game works in a simple and straightforward
com/#intro way: players are shown a short text or image (such as a
meme or article headline) and can react to them in various
ways. There are two ways in which their score is measured:
‘followers’ and ‘credibility’. Choosing an option that aligns
with what a ‘real’ producer of disinformation would choose
gets them more followers and credibility. If, however, they
lie too blatantly to their followers, choose an overtly
ridiculous option or act too much in line with journalistic
best practices, the game either takes followers away or
lowers their credibility. The game aims to gather as many
followers as possible without losing too much credibility.
The target group includes different ages and it is easily
accessible for all.
Go Viral Game
Go Viral Game is a 5–7-minute game that introduces players
to the basics of online manipulation in the era of
coronavirus. It acts as a simple guide to common
techniques: using emotionally charged language to stoke
outrage and fear, deploying fake experts to sow doubt, and
License: Open mining conspiracies for social media Likes. It addresses all
Availability: Online the population able to use social media, and aims to raise
Type: Desktop and Mobile awareness of fake news and misinformation. It might work
Link: as a great conversation starter for discussions about the
https://www.goviralgame. mechanics behind viral topics and the sources of
com/en/play misinformation on the internet.
50
PART 04 - DIGITAL TOOLS FOR
GAME-BASED YOUTH WORK
Factitious game
Factitious is a game that is designed to help students
practice identifying real and fake news stories. The 2020
version of the game features stories about COVID-19. It
License: Open
displays several articles and allows users to select if they are
Availability: Online
fake news or not. It is possible to monitor the score and
Type: Desktop and Mobile
understand how difficult it is to differentiate between real
Link: http://factitious- information and not. Several teachers used this game in
pandemic.augamestudio. order to sensibilise their students on misinformation.
com/#/
51
PART 04 - DIGITAL TOOLS FOR
GAME-BASED YOUTH WORK
EU Time Traveller
EU Time Traveller is a very basic text game, which allows
players to travel through the past, present and future of an
alternative Europe and test their knowledge about the
European Union. The aim of the game is to show young
people how their life could be different if European Union
License: Open was not present in their everyday life. It has been developed
Availability: Online right before the EU Parliamentary elections, with the aim to
Type: Desktop capacitate young people to take informed and responsible
Link: gamifyeu.org decisions during their first voting attempts.
Shattered Timeline
Shattered Timeline - is a simple but quite long point-and-
click game that presents the European Union as a unique
village, where young people can discover different laws and
mechanisms of the European Union that make their life
License: Open better by solving riddles and helping citizens of the village
Availability: Online with their problems. Players get access to new parts of the
Type: Desktop city by solving the riddles, representing all the European
Link: Union member states. The additional value of the game is
https://gamifyeu.org/wp- that it allows players to understand and learn about
content/games/engage/in different cultures and countries which are part of the
dex.html European Union.
52
PART 04 - DIGITAL TOOLS FOR
GAME-BASED YOUTH WORK
53
PART 04 - DIGITAL TOOLS FOR
GAME-BASED YOUTH WORK
Since the games are pretty simple and quick, they are conversation starters that
allow players to self-reflect on specific topics rather than full learning
experiences.
54
PART 04 - DIGITAL TOOLS FOR
GAME-BASED YOUTH WORK
Vagrant Sketchbook
Vagrant Sketchbook is a game that allows participants to
tell their stories through a storytelling setting. The aim is to
raise awareness about the refugee or migrant stories and
their life which means having your world completely upside
License: Open down with many tough decisions along the way. It is not
Availability: Online addressing a specific target group, and it aims to sensibilize
Type: Desktop people about migration and displacement through a
Link: personal life speech
https://gamifyeu.org/wp-
content/games/vagrantsk
etchbook/index.html
This is my story...
It is a simple text game, that puts a player in the should of a
migrant who just arrived in Western Europe with all its
obstacles and opportunities it brings. It is up to the player
which steps they take and what their results are. The goal of
License: Open the game is to build awareness among young people on
Availability: Online migrant issues and challenges they face in western world
Type: Desktop
Link:
https://gamifyeu.org/wp-
content/games/thisismyst
ory/index.html
55
PART 04 - DIGITAL TOOLS FOR
GAME-BASED YOUTH WORK
Cidade em Jogo
Cidade em Jogo is a Brazilian (available only in Portuguese)
free online game to be played in schools that aim to
empower young people in participating to decision-making
in a virtual city. Educators, school managers and teachers
License: Open can challenge their students to be good mayors, combining
Availability: Online the use of the game City at Play with extensive educational
Type: Desktop and Mobile material, made available in the form of self-instructional
Link: and interdisciplinary content, providing an experience of
https://gamifyeu.org/wp- reflection on their cities and, consequently, encouraging
content/games/thisismyst them to develop solutions to issues related to citizenship,
ory/index.html political education and public management. It addresses
mainly students and young people.
Escape4Change
Escape4Change is an immersive experience that allows
players to test first-hand a situation related to a real context
and issue.
License: Open Call to action: what can you do to really change the world?
Availability: Online
Type: Desktop The tool is an online game with riddles, pitfalls, and
Link: passwords to be solved to continue and get to the grand
https://escape4change.co finale (possible facilitation support). It is universal and easily
m/le-nostre-escape-room/ transferable to several topics. It is shaped to be accessible
by everyone without age limit, and it allows to discover
different dimensions and soft skills useful for the youth
work, such as teamwork, problem-solving, and participation
at the local level. In addition, these skills could be developed
in combination with several topics. It offers three main
themes: circular economy, climate change and urban
green.
56
PART 04 - DIGITAL TOOLS FOR
GAME-BASED YOUTH WORK
Coral Bleaching
Coral Bleaching is a game designed by NASA to raise
awareness of climate change and our impact on the marine
ecosystem. Thanks to several parameters, the users can
learn how the temperature, pollution, or storms influence
License: Open the life of the coral reef. The target group is mainly children,
Availability: Online but it can also be used for other ages.
Type: Desktop
Link:
https://climatekids.nasa.g
ov/coral-bleaching/
Space place
Space place is a game designed by NASA to show how
ocean currents work interactively. It aims to raise
knowledge and awareness among children about the
environment and the natural ocean process. The user is
License: Open invited to regulate the currents to reach the treasures and
Availability: Online objectives proposed by the game.
Type: Desktop
Link:
https://spaceplace.nasa.go
v/ocean-currents/en/
57
PART
05
DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
Gamification uses elements of game-playing outside of the game environment,
in another activity, usually to make that activity more exciting and engaging for
participants. The most popular gamification methods are challenges, points,
rewards, and prizes based on performance and completion.
This chapter presents various digital tools that allow youth workers to “gamify”
learning experiences of young people, making them more interesting, more
engaging, more appealing to the young generation – and simply - easier to
memorise.
The tools in the chapter have been divided into thematic groups that serve a
similar purpose but differ in terms of advancements. The examples of tools are
complemented with good practices mapped during the project's research
phase.
COMPLEX GAMIFICATION
ENVIRONMENTS FOR LEARNING
Gamification arrived in school education quite some time ago and received
massive positive feedback from young people. Major publishers and IT
companies developed complex gamification environments to meet their
potential. They provide not one but a whole set of tools that can be applied to
learning processes on any topic to make education more engaging and fun for
young people. Following the intuitive user experience, teachers can gamify any
content of their lessons with little effort. The biggest challenge is usually
connected to finances, as the tools are generally offered on commercial terms.
59
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
Classcraft
Designed by educators, Classcraft provides behavioural
insight and motivational support for students, teachers,
schools, and districts to collaborate and grow in one
empathetic learning environment. The aim is that by
License: Open/Payment exhibiting positive behaviour and completing assignments,
Availability: Freemium – students unlock real-life privileges and recognition to help
offers basic features for themselves and their team. Learning becomes a way to
free, and more advanced encourage students to advocate for one another and feel
for premium users empowered in the classroom and in life. As a pretty
Type: Desktop and Mobile advanced tool, it works better with older students, for
Link: example, in high school age.
https://www.classcraft.co
m/ The tool was created explicitly for educative purposes and
addresses mainly schools and students.
TOOL IN ACTION
Class craft was used with youngsters during training activities,
creating different characters and analysing different behaviours. It
was used to stimulate the motivation and participation of the
youngsters in the training activity.
60
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
TOOL IN ACTION
61
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
Bingel
Bingel is an online learning platform for primary education
that was a good substitution for the in-presence classrooms
during COVID times in the Belgian country. Thanks to this
platform, the students have the opportunity to foster their
License: Open knowledge in several topics, keep recording their results
Availability: Online and be rewarded in a gamified way. Several schools and
Type: Desktop teachers are using this platform to keep engaging their
Link: students, to report the class level and keep notes about
https://www.bingel.intern their educational path. The target is mainly primary schools
ational/ and children between 6 and 12 years old.
Class Dojo
Class Dojo allows teachers or youth workers to set up a
virtual dojo, where students can track the development of
their skills as they would in the real dojo. The application
automatically assigns students with avatars, that collect
License: Freemium – offers points for engagement within the classroom. It supports
many features for free the connection between teachers, parents and students. As
(especially for schools), it is the less formal environment, it works better with
with a premium version primary school children.
that allows teachers to
explore its full potential
Availability: Online
Type: Desktop
Link:
https://www.classdojo.co
m/
62
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
Badgecraft
Badgecraft is a platform that allows creating different
challenges to overcome to reach specific skills and
objectives. It is a great tool to recognise digitally the path of
the participants, as it gives them a digital badge that is valid
License: Open/Payment for the CV and for future activities in the field. Besides,
Availability: Online Badgecraft offers a multilingual web platform to manage
Type: Desktop achievements using digital open badges. Organisations and
Link: individuals can earn, create, issue, share, sort and display
https://www.badgecraft.e badges online and use them to communicate
u/ achievements in the places that matter. This tool is easily
manageable for all ages, and it can be easily adapted to
several different topics. Moreover, it allows monitoring in
real-time how badge capture activities are completed,
viewing and analysing recognition data and identifying
trends and patterns for future improvement of the activity.
TOOL IN ACTION
Badge craft was used with participants and volunteers during the
reflection sessions and evaluation of the learning outcomes.
Open badges
Open Badges is the world's leading format for digital
badges. Open Badges is not a specific product or platform,
but a type of digital badge that is verifiable, portable, and
packed with information about skills and achievements.
License: Open Open Badges can be issued, earned, and managed by using
Availability: Online a certified Open Badges platform. Moreover, everyone can
Type: Desktop use this platform in order to reward the participants in a
Link: specific activity; indeed, it is used by several stakeholders in
https://openbadges.org/ order to foster the participation of the public. There are no
specific limit of ages or topic appliable for this tool.
63
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
GAMIFICATION ROOTED IN
GEOLOCALISATION
Geolocalisation (also known as geolocating, geopositioning) is a technology that
allows users to discover the geographic position of an object (or themselves)
with the use of global positioning systems operated by satellites (like GPS). The
same feature in Google Maps allows users to track their position on the map or
discover nearby attractions, which can be used in youth work for outdoor
learnings, challenges or quizzes. Geolocalisation can also be used for mapping
the specific objects in the area, which makes it an excellent tool for youth
participation projects.
Below we are sharing several tools based on this technology, but with a very
different approach and purpose.
Actionbound
Actionbound is an app for playing digitally interactive
scavenger hunts to lead the learner on a path of discovery;
indeed, it is a multimedia-based hunts 'Bounds'. The
program quite literally augments our by enhancing
License: Open peoples’ real-life interaction whilst using their smartphones
Availability: Online and tablets. It allows shaping a personal app-based DIY
Type: Desktop and Mobile escape game, a digital timeline of events, or places of
Link: interest tour. This tool is excellent for ice-breaking exercises,
https://en.actionbound.co historical or archaeological sites, or more simply presenting
m/ a vision for the future. It offers the creators extensive game
elements and tools like GPS locations, directions, maps,
compass, pictures, videos, quizzes, missions, tournaments,
QR codes and more to create fun and exciting mobile app-
based adventures.
TOOL IN ACTION
Actionbound was used for team-building or getting to know each other
activities at the beginning of training courses or youth exchanges. Using
the app can be also a great way to learn more about the venue of the
activity or the town where the activity is taking place. Properly designed,
it can invite local people to discover the history and significant facts of
the place they are living in, to enhance the feeling of belonging and
boost their citizenship.
64
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
Geopaparazzi
Geopaparazzi is a glocalisation app. Thanks to its link with
GPS maps, it enables users to localise themselves and map
different areas. Each participant can add comments,
pictures, reactions and ideas on different city areas, with
License: Open suggestions on how to improve a location or promote an
Availability: Online infrastructure. Moreover, it allows people to be engaged
Type: Desktop and Mobile and entertain relations between themselves and other
users. Users can easily download and export the data of
their mapping data to compile it and present it on more
advanced maps such as Google Earth or Google Maps.
GAMIFIED MEETING
ENVIRONMENTS
In 2020, the pandemic started a global race to find the most comfortable and
easy-to-use online meeting platform for teachers and youth workers whose
work was suddenly transferred to remote settings. Microsoft offered its Teams
platform to schools; Google quickly opened Google Meets for all Gsuite users,
and platforms like Bluejeans, Jitsy or Zoom received millions of new users over
weeks. After getting used to the new features and remote settings, which
closed many doors compared to the in-person activities and opened some
unique opportunities, facilitators of online meetings started to wonder – can we
take it a step further? If it's digital, then it can be anything we want it to be.
65
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
Gather Town
Gather Town is an online, web-conferencing application built
like a simple, 2D game. Participants of the conference can
choose their avatars, more around the location and interact
with objects. Users can easily chat with each other or start
License: Freemium – free video conferences when close to each other, with the option
for small social gatherings, to share the screen if necessary. There are inbuilt tools such
paid for bigger meetings as whiteboards (with a real whiteboard inside a room), signs
and business (with editable text), and posters (where .jpg or .pdf files can
Availability: Online be uploaded). Users can enter a spot with a microphone,
Type: Design for desktop which allows them to speak to a broad group of participants.
and mobile/ used as a This option is, of course, also available for the facilitator of the
main meeting point meeting, who can call in participants or speak to everyone
Link: regardless of the room they are in.
https://www.gather.town
With many pre-arranged spaces, a conference environment
is straightforward to set up. It takes just a couple of seconds
to choose the size of the room, the number of participants,
and the preferred setting (conference, workshop,
auditorium, breakout rooms) to invite participants. We can
also be pickier and choose an activity on a pre-designed
pirate ship or paradise island. If necessary, we can also
design our space using many pre-arranged tools and
designs. The tool is intuitive for users and facilitators, and
because of low qualilow-quality, can run on a wide range of
computers with almost no lags.
TOOL IN ACTION
A Polish organisation Nausika created a LARP (live-action role-playing
game) which can be played entirely in person or on Gather Town.
66
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
The length of the game is scalable from 1.5 to 4 hours. It does not require
detailed knowledge in any field or acting talents. It is aimed at people
over 13 years of age. The game promotes discussion and not specific
solutions or views. It can also be played by people with an indifferent or
alternative attitude to climate change.
a big area that resembles a big office with small rooms, big auditoriums,
outdoors, spaces designed for networking etc.
screen sharing
auditorium
Remo
Remo is an interactive virtual event platform that
empowers you to recreate natural interactions in any type
of gathering, from global events to remote work meetings.
Its features include a whiteboard, team collaboration, email
License: Freemium – free reminders, screen sharing, customisable branding and
for small social gatherings, registration management. Although similar to Gathertown,
paid for bigger meetings it is more serious and professional.
and business
Availability: Online
Type: Desktop and Mobile
Link: https://remo.co/
67
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
Mibo
Mibo is a conferencing platform that enables team working
and team building activities. It provides several features and
tools to link the participants and let them feel more
comfortable during virtual team activities. Companies
License: Freemium – free mainly use it in order to build up the work and to shape the
for small social gatherings, social connections between colleagues that work remotely.
paid for bigger meetings It provides several games aiming to build virtual relations
and business between participants.
Availability: Online
Type: Desktop
Link: https://getmibo.com/
Discord
Discord is a free calling, texting and video calling
application used by over 150 millions of users worldwide to
hang out and talk with their friends and community. It was
initially designed for the gaming community, but today
License: Open with some more and more people use it for other purposes - to study,
paid features, which are exchange information, share wins, build online
not required to fully enjoy communities about common interests. The communication
the environment is very straight forward and youth friendly. Servers on
Availability: Online Discord can be open or private - invitation only for closed
Type: Desktop and Mobile/ groups of friends or participants. Multiple edit features,
used as a main meeting integration with bots, unique icons, simplicity of adding
point content make it very user friendly and easy-going in design.
Link: https://discord.com/ The moderator of the channel can set up private rooms and
assign different roles to participants.
TOOL IN ACTION
Many organisations working in the field of youth uses this app to build a
community of participants before the in-person activities. It can help in
getting to know each other, providing updates about the changes in the
programme, mapping expectations, voting, follow-up or ideation
processes. It can be used also as an excellent space for online youth
exchanges, as many of non-formal activities can be easily initiated or
implemented directly in the application.
68
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
E-PARTICIPATION TOOLS
When e-participation becomes increasingly available and present in democratic
processes, it is not surprising that e-participation platforms and features are
becoming increasingly popular among youth workers who use them for youth
e-participation processes.
Although the platforms we would like to share are not very gamified, they
definietely possess certain gamification features and show a relevant trend in
youth work. If used properly, they can bring more engagement and motivation
to participate among young people and reach a wider audience with, although
not always, lower effort.
MyPolis
MyPolis is an award-winning e-participation platform from
Portugal with several successful implementations in
Portuguese municipalities. What differentiates it from the
others is that its functionalities are designed and adapted
License: SaaS for young people, which makes it more accessible and user-
Availability: Online, but friendly for young people from different age groups. The
works best with offline platform is available in the SaaS model (system as a service).
moments
Type: desktop and mobile It offers the following functionalities:
Link: mypolis.eu ● Ideation
● Citizen proposals
● Participatory budgeting
● Spatial mapping
● Polls
● Survey
● Information
● Gamification layer
69
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
TOOL IN ACTION
Geração XXI, a program to stimulate the youth sector in the Municipality
of Portimão, created the “Young Initiative” project to finance youth
projects, evoking the spirit of initiative and entrepreneurial citizenship
among the youngest. The project was implemented by the Municipality
in partnership with the DYPALL Network, with aim to bring young
people closer to the values of citizenship, promoting their personal and
social development while at the same time being encouraged and
motivated to carry out initiatives with local impact in the county. In this
way, informal groups or individual youth aged between 13 and 35 could
submit proposals to transform the territory and access small funding, as
well as a whole monitoring process by the DYPALL Network team,
partner in this project, the planning and implementation of their ideas. A
total of 7,000 euros was invested, distributed between small and large
projects, and financed up to 200 euros or 500 euros, respectively,
covering seven priority areas: democratic participation, citizenship and
volunteering; promotion of healthy lifestyle habits; environmental
sustainability; social inclusion; safety; taking care of public space and
solidarity about COVID-19. The objective of this program was that the
winning proposals shall be implemented by the youth who propose
them, with monitoring and support guaranteed for the respective
execution. Ideas were submitted and voted directly through the MyPolis
platform. MyPolis allowed everyone who was interested to consult and
vote on the municipality's most relevant and priority proposals. To add,
vote or discuss a proposal or a project, the interested party had to access
mypolis.eu and register as a user from the municipality.
70
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
OPIN.ME
OPIN is free to use a digital participation toolbox, from
which organisations can choose depending on their needs
and projects. The platform was developed under Horizon
2020 project “Euth – Tools and Tips for Mobile and Digital
License: Free Youth Participation in and across Europe.”
Availability: Online, but
supports offline events The basic functionalities OPIN provides are:
Type: Desktop and Mobile ● Text review (collaborative text work)
Link: opin.me ● Brainstorming (collecting ideas)
● Idea challenges (collect ideas and vote)
● Agenda setting (plan meetings)
● Spatial tool (collect ideas regarding certain areas)
● Polling (customisable multi-step polls)
ADHOCRACY+
Adhocracy+ is an open-source platform developed by a
non-governmental organisation from Berlin – Liquid
Democracy. It offers a set of tools for municipalities, citizen
assemblies or associations and NGOs, such as:
License: Free, open source
Availability: Online, but ● Participatory budgeting
supports offline events ● Polls
Type: Desktop and Mobile ● Brainstorming
Link: ● Spatial brainstorming
https://adhocracy.plus/ ● Idea challenge
● Text review
● Interactive event
● Prioritization
71
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
CITIZENLAB
The platform is a community engagement toolbox
developed by CitizenLab, a Brussels start-up with several
international social innovation awards. It operates in the
SaaS model (system as a service), which on the one hand,
License: SaaS generates cost for the user (a municipality or an
Availability: Online organisation), but on the other, releases the responsibility
Type: Desktop and Mobile for the technical maintenance.
Link: citizenlab.co
The platform offers the following functionalities:
● Ideation
● Citizen proposals
● Participatory budgeting
● Mapping
● Online workshops
● Polls
● Option analysis
● Survey
● Information
Build it
Build it is a platform created to raise the citizen's
participation at the local level. To foster democratic
participation, it allows all the users to add suggestions on
how to shape and rebuild some parts of the city. According
License: Closed (available to the choices selected by the citizens, it presents a virtual
after contact with the version of the city to show how it would be the city and raise
developer) the awareness of the selected options of the users.
Availability: Online Municipalities use this app to create a more friendly city, in
Type: Desktop and Mobile line with the population's necessities.
Link: https://tree-
company-
buildit.netlify.app/
72
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
Kahoot
Kahoot is a learning game that can be easily created from
scratch and uses questions and quizzes. It provides a bank
of questions and gives access to existing Kahoots created
by other users to mix and match existing questions, edit a
License: Open template, or shape it with quizzes about several topics.
Availability: Online Moreover, it is possible to host a Kahoot live or via a video
Type: Desktop and Mobile conferencing tool to connect the participants virtually.
Link: https://kahoot.com/ Questions and answers are displayed on a shared screen
while the audience answers on their devices. It doesn’t have
any age limit and can be easily used in several fields. In
most cases, the quizzes were used to strengthen or present
the content that the participants learned during the
activities. In some cases, the trainers used the tool to
evaluate the training they were delivering or to check the
participants' knowledge before starting with the content of
the activity. The tool can also be used for presenting
different cultures during the Intercultural evening on a
Youth Exchange.
TOOL IN ACTION
Youth workers from North Macedonia use the Kahoot quiz as part of the
intercultural evening of the youth exchange "We can do it!". Each
national team had prepared a quiz for their country - culture, geography,
history. In this way, the participants from other countries played in
groups, guessing the answers to the questions and at the same time
learning new things about the countries participating in the exchange.
Youth Workers from Italy used a Kahoot quiz about Erasmo from
Rotterdam as a way to introduce Erasmus + opportunity for youngsters.
73
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
Quizziz
Quizziz is a digital tool that engages students and youth
workers in a funny and captivating way. It can be used for
different purposes; indeed, it is usually used with
educational and culture-based questions to foster the
License: Open participants' knowledge and involvement. For instance, it
Availability: Online can be used for learning new topics in training and
Type: Desktop and Mobile meetings. Moreover, it could be used for team-building
Link: https://quizizz.com/ activities since it is easier to divide young people into
groups and give them specific questions and tasks to finish.
It is also a valuable tool for checking the knowledge of the
participants who followed a presentation on the topic
before.
TOOL IN ACTION
Youth workers use this tool for team-building activities since it makes it
easy to divide the young people into groups and give them specific
questions and tasks to finish. They also used it to check the participants'
knowledge, which followed a presentation on the topic before.
Quizlet
Quizlet is a platform that enables users to foster their
knowledge about several topics. Students mainly use it to
learn new things, interrogate themselves, or in groups by
topic studied. It is an educational tool used primarily by
License: Closed schools and youth workers in the academic field. Thanks to
Availability: Online the evaluation, it is easy to keep track of the educational
Type: Desktop and Mobile path and achieve results.
Link: https://quizlet.com/
74
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
TryInteract
TryInteract is a digital tool that makes quizzes easy to create
and personalise. As with the other quiz platforms, it is
possible to create quizzes on several topics, engaging
different target groups according to the needs of the
License: Open organisers.
Availability: Online
Type: Desktop and Mobile
Link:
https://www.tryinteract.co
m/
Playingcards.io
Playing cards is a platform that gives access to several
games. It allows uploading new games on the platform and
can be used as an educational game for intercultural
dialogue.
License: Open and Closed
Availability: Online
Type: Desktop and Mobile
Link:
https://playingcards.io/
TOOL IN ACTION
An organisation from North Macedonia used this platform to create the
game Culture Beat. The game can be seen as the start of a learning
process and an opportunity to explore the personal understanding of
different cultures. The game is fun, dynamic and exciting for the
participants. The game is made for 4 to 12 participants. There is a
possibility to play it online, but anyone can print the game and play it
offline. The instructions on downloading the game and printing it can be
found HERE.
75
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
Wordwall
This tool makes creating simple and well-known riddles and
games as easy as it gets. In just a few minutes, youth
workers can apply the content they want to educate about
to Quizzes, Crossouts, Crosswords, true or false exercises,
License: Freemium – diagrams, word searches and plenty of other methods,
possible to use for free, which make learning a bit more fun and playful.
but with some advanced
premium features
Availability: Online, but
each quiz can be easily
printed and delivered
offline
Type: Desktop and Mobile
Link: https://wordwall.net/
TOOL IN ACTION
Youth workers who participated in the survey used this tool for several
purposes, for example, as a quiz for the participants to provide them
with inputs in a more interactive way. Firstly, the participant answered a
question, and additional information on the topic was presented.
Another example was using the tool as a space for sharing the
participants' different attitudes on various issues. While doing so, they
could learn new words in English. The main topic was learning a new
language and working on their social and personal development. The
participants saw these activities as exciting and fun for the target group.
Gameboard
Gameboard is a free online platform that lets participants
draft quizzes and select topics. It allows participants from
different places and devices to play simultaneously. It is a
valuable platform for team-building activities. Each
License: Open participant can create their character to play and relate
Availability: Online with others. It proposes real-life context and can be used to
Type: Desktop shape actions to raise awareness about social issues.
Link:
https://lastgameboard.co
m/
76
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
In this section, we share tools that are popular and often used to gamify
learning experiences because of their easy user experience and flexibility.
Miro
Miro is an interactive platform that provides an engaging,
intuitive, in-person collaboration experience with multiple
options for real-time or asynchronous teamwork on an
online whiteboard. This tool is used by companies,
License: Open associations, organisations and other stakeholders that
Availability: Online need to co-work remotely and engage people in taking part
Type: Desktop and Mobile and using digital tools for different purposes. It is not
Link: https://miro.com/ designed for one specific topic but is a valuable tool for
engaging people online. If used properly, it can be a perfect
platform to transfer physical games to their online versions.
TOOL IN ACTION
Polish organisation used Miro to implement a well-known game of Ships
and connect it to learning a particular topic – in this case, learning about
European Union, Solidarity projects etc. Miro gives a possibility to reveal
what is hidden under a block. In this game, apart from the usual ships,
players could tell topics for discussion, such as Solidarity projects. The
learning process was strengthened by the participants' immersion
caused by constant reflection on the next move. It also supported the
learning process, as the trainers could focus on the story and engage
participants in the discussion, and at the same time could use the entire
board, which helped to "anchor" the content, without looking at notes or
instructions.
77
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
Jamboard
Jamboard is a digital whiteboard that lets you collaborate in
real-time using either the Jamboard device, web browser or
mobile app. It is helpful for teamwork; people in up to 50
user sessions can work on a jam simultaneously. Each
License: Open Jamboard browser tab counts as a session when using a
Availability: Online web browser. It is possible to write, draw, add images from
Type: Desktop and Mobile the web, drag and resize text and post-it. There is no limit of
Link: pages, and it can be used for several working topics and
https://jamboard.google.c presentations.
om/
Mentimeter
Mentimeter is a digital tool used to foster the participant's
participation and allow them to express their opinion.
Moreover, it allows to build interactive presentations with
the easy-to-use online editor; add questions, polls, quizzes,
License: Open slides, images, gifs and more to create fun and engaging
Availability: Online presentations. Besides, it is easy to use, and the
Type: Desktop and Mobile stakeholders do not need further tools besides
Link: smartphones to connect to the presentation where the
www.mentimeter.com audience can answer questions. In addition, it is possible to
visualise the responses in real-time to create an interactive
experience and to raise different topics. Once the
Mentimeter presentation is over, it is possible to share and
export the results for further analysis and even compare
data over time to measure the participants' progress. The
tool is easily transferable to a vast universe of topics and
practices without restrictions on age or target group. Some
of the participants used the tool as a board game. One of
the topics used was migrants. Each of the participants is a
migrant and has to go through certain obstacles in order to
reach the final destination.
78
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
Lapentor
Lapentor is a virtual tour software which uses videos and
multiple pictures to create 3D virtual tours. It allows users to
import images and videos and create a virtual space visible
from every angle.
License: Open with paid
options
Availability: Online
Type: Desktop, mobile, VR
Link: lapentor.com
TOOL IN ACTION
Polish organisation used this tool to create a virtual Escape room about
entrepreneurship. Players gathered on Zoom to converse and were
exploring the rooms through the tools, trying to interact with objects
and solve riddles connected to entrepreneurship. Gamification through
the escape room increased their motivation and engagement in
learning.
Coggle
Coggle is a tool that allows creation of mind maps and
flowcharts in an intuitive and artistic way. Thanks to this
tool, it is possible to cooperate with the team from different
devices and share the work with everyone. It is easily
License: Closed transferable to other topics.
Availability: Online
Type: Desktop and Mobile
Link: www.coggle.it
79
PART 05 - DIGITAL TOOLS FOR
GAMIFICATION OF YOUTH WORK
Genially
Genially is a digital presentation tool that allows the users to
create infographics, presentations and other content
cooperating with other users. The tool enables to present
content more interactively and gives several templates and
License: Open tips to develop engageable content. This tool is used in
Availability: Online several working and learning contexts; indeed, it is
Type: Desktop instrumental in the school environment to teach and learn
Link: https://genial.ly/ through interactive learning materials.
TOOL IN ACTION
This digital tool was used during the pandemic to transfer an existing
city game into the virtual dimension. The objectives of the game were as
follows: (a) dissemination of content in the field of global education to
young people, teachers and residents of the Silesia region, with
particular emphasis on the Sustainable Development Goals, (b) drawing
participants’ attention to global challenges and problems, as well as
getting them to look for solutions and plan activities, (c) encouraging
young people to be active in making the world more just and friendly,
(d) developing key competences in the youth, with particular emphasis
on the skills of critical thinking, cooperation and responsibility, (e)
workshops with youngsters to create presentations, info-graphics and
other content for and with the participants.
80
PART
06
FINAL REMARKS
FINAL REMARKS
Digital game-based learning and gamification processes are not new trends but
are rapidly growing in popularity. More and more client-oriented companies
decide to implement these tools in their market strategies for the benefits they
provide. The youth workers and municipality officers who participated in our
research listed the same benefits. Applying digital game-based learning or
gamification methods to youth work and learning processes increases
participants’ attention and makes the process more effective and enjoyable. It
sustains learners’ motivation and improves their feeling of accomplishment
throughout the way. Game-based and gamified youth work supports
expressing and reflecting on emotions, strengthens the ability to make quick
decisions and work efficiently in stressful situations, boosts creativity and
supports interactions within the group. It can be very effective when working
with young people with specific learning disabilities.
In 2018, 90% of young people aged 16-20 in the European Union reported using
the internet daily. In 2021, it was 95% compared to 80% of the adult population.
Information technology is finally becoming democratic and accessible for all. It
provides youth workers with additional space, which is more natural and more
comfortable for young people, and this opportunity should not be missed.
Digital Youth Work reaches its well-deserved place in the mainstream.
Despite all the positive sides, there are still challenges to overcome. Game-
based or gamified youth work requires time to prepare and shall be instructed
and summarised at the end. Although young people are familiar with the digital
world, they might not have the necessary skills to participate. Part of young
people is still left with limited access to the internet or digital devices, and when
deciding on gamified activities, youth worker is responsible for providing them
with the necessary support, means and space to participate equally.
The partners of the GAME+ project would like to thank all the organisations,
youth workers, researchers and municipality officers who contributed to this
publication by sharing their good practices, challenges they faced and tools
they used when applying digital game-based learning and gamification
processes in their youth work activities.
82
PART
07
BIBLIOGRAPHY
BIBLIOGRAPHY
84
20
22