Guidelines for Using Digital Games and Gamification in Youth Work

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.

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