{"id":7370,"date":"2022-06-12T09:55:43","date_gmt":"2022-06-12T09:55:43","guid":{"rendered":"https:\/\/dypall.com\/?post_type=catalogue_of_resourc&#038;p=7370"},"modified":"2024-06-12T11:10:53","modified_gmt":"2024-06-12T11:10:53","slug":"guidelines-for-using-digital-games-and-gamification-in-youth-work","status":"publish","type":"catalogue_of_resourc","link":"https:\/\/dypall.com\/de\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/","title":{"rendered":"Richtlinien f\u00fcr den Einsatz digitaler Spiele und Gamification in der Jugendarbeit"},"content":{"rendered":"<p>Diese Publikation zielt darauf ab, Jugendarbeitern Methoden und Werkzeuge zur Verf\u00fcgung zu stellen, um digitale Spiele oder Werkzeuge zur Gamifizierung ihrer Arbeitsmethoden zu nutzen. Es wird ein wenig Licht auf bestehende Lernspiele und Gamification-Praktiken aus verschiedenen L\u00e4ndern werfen, einfach zu bedienende Werkzeuge zur Gamifizierung von Lernerfahrungen pr\u00e4sentieren und die wichtigsten Herausforderungen und erheblichen Vorteile der Verwendung dieser Methode in der Jugendarbeit hervorheben. Es ist das Ergebnis und der erste intellektuelle Output des Projekts GAME+: Gamification and Access for Millennials in Erasmus+, entwickelt von vier Nichtregierungsorganisationen: Bangherang APS (Italien), Zentrum f\u00fcr Jugendaktivismus CYA KRIK (Nordmazedonien) und DYPALL Network (Portugal) unter der Koordination von Europe4Youth (Polen) und wird von der Polnischen Nationalen Agentur f\u00fcr Erasmus+ Programm finanziert.<\/p>","protected":false},"excerpt":{"rendered":"<p>Diese Publikation zielt darauf ab, Jugendarbeitern Methoden und Werkzeuge zur Verf\u00fcgung zu stellen, um digitale Spiele oder Werkzeuge zur Gamifizierung ihrer Arbeitsmethoden zu nutzen. Es wird ein wenig Licht auf bestehende Lernspiele und Gamification-Praktiken aus verschiedenen L\u00e4ndern werfen, einfach zu bedienende Tools zur Gamifizierung von Lernerfahrungen pr\u00e4sentieren und die wichtigsten Herausforderungen und signifikanten Vorteile der Verwendung dieser Methode hervorheben. <a class=\"more-link\" href=\"https:\/\/dypall.com\/de\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/\"><span class=\"screen-reader-text\">Richtlinien f\u00fcr den Einsatz digitaler Spiele und Gamification in der Jugendarbeit<\/span> weiterlesen<\/a><\/p>","protected":false},"featured_media":7374,"parent":0,"menu_order":0,"template":"","tags":[196,187],"catalogue_cat":[13],"class_list":["post-7370","catalogue_of_resourc","type-catalogue_of_resourc","status-publish","has-post-thumbnail","hentry","tag-digital-youth-work","tag-gamification","catalogue_cat-studies-research","entry"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v22.8 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Guidelines for Using Digital Games and Gamification in Youth Work - DYPALL Network<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/dypall.com\/de\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/\" \/>\n<meta property=\"og:locale\" content=\"de_DE\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Guidelines for Using Digital Games and Gamification in Youth Work - DYPALL Network\" \/>\n<meta property=\"og:description\" content=\"This publication aims to provide youth workers with methods and tools to use digital games or tools to gamify their working methods. 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