{"id":5934,"date":"2022-09-03T13:17:46","date_gmt":"2022-09-03T12:17:46","guid":{"rendered":"https:\/\/dypall.com\/?p=5934"},"modified":"2022-09-03T13:17:46","modified_gmt":"2022-09-03T12:17:46","slug":"guidelines-for-using-digital-games-and-gamification-in-youth-work-game","status":"publish","type":"post","link":"https:\/\/dypall.com\/de\/calls\/guidelines-for-using-digital-games-and-gamification-in-youth-work-game\/","title":{"rendered":"LEITLINIEN F\u00dcR DIE VERWENDUNG VON DIGITALEN SPIELEN UND DIE GAMIFIZIERUNG IN DER JUGENDARBEIT \u2013 Spiel+"},"content":{"rendered":"<p><a href=\"https:\/\/dypall.com\/de\/2022\/09\/22\/guidelines-for-using-digital-games-and-gamification-in-youth-work-game\/attachment\/1111\/#main\" rel=\"attachment wp-att-5935\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-5935\" src=\"https:\/\/dypall.com\/wp-content\/uploads\/2022\/09\/1111.png\" alt=\"\" width=\"1093\" height=\"525\" \/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p><strong>DYPALL Netzwerk<\/strong>\u00a0 hat das Vergn\u00fcgen, die neueste Publikation zu teilen\u00a0<strong><em>Leitlinien f\u00fcr den Einsatz digitaler Spiele und Gamification in der Jugendarbeit.<\/em><\/strong><\/p>\n<p><span class=\"fontstyle0\">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 beleuchtet bestehende Lernspiele und Gamification-Praktiken aus verschiedenen L\u00e4ndern, stellt benutzerfreundliche Tools zur Gamifizierung von Lernerfahrungen vor und beleuchtet die wichtigsten Herausforderungen und erheblichen Vorteile der Verwendung dieser Methoden in der Jugendarbeit. <\/span><\/p>\n<p>Neben einer theoretischen Beschreibung des Stands der Technik des spielbasierten Lernens und der Gamification-Methoden in der Bildung sowie einer Reflexion \u00fcber die Rolle und Position junger Menschen in der digitalen Welt bietet es einen interessanten \u00dcberblick \u00fcber die Anwendung von Gamification und spielbasierten Methoden in der Jugendarbeit in Portugal, Polen, Nordmazedonien und Italien. Die Ergebnisse der Forschung umfassen Themen wie:<\/p>\n<ul>\n<li>Vorteile und Herausforderungen des spielerischen und gamifizierten Lernens<\/li>\n<li>Ihre gr\u00f6\u00dften Errungenschaften und Mehrwerte<\/li>\n<li>Stand der Entwicklung spielbasierter und gamifizierter Lernprozesse in verschiedenen L\u00e4ndern<\/li>\n<li>spezifischer Infrastrukturbedarf<\/li>\n<li>Kartierung digitaler Instrumente f\u00fcr gamifizierte und spielbasierte Jugendarbeit<\/li>\n<\/ul>\n<p>Ver\u00f6ffentlichung ist verf\u00fcgbar <strong><a href=\"https:\/\/u.pcloud.link\/publink\/show?code=XZpbQbVZAbSvVwh81RzSYmfLlgneJksV3HYV&amp;fbclid=IwAR2pxUt3cNJhXneBDroNQ2LMwMqaZ-GRDw93B4__i19KoHS_xo8uikjj0TQ\">hier<\/a><\/strong>.<\/p>\n<p><span class=\"fontstyle0\">Die Ver\u00f6ffentlichung ist ein Ergebnis und der erste intellektuelle Output des Projekts <strong><em>SPIEL+: Gamification und Zugang f\u00fcr Millennials in Erasmus+<\/em><\/strong>, entwickelt von vier Nichtregierungsorganisationen: <strong>Bangherang APS (Italien)<\/strong>, <strong>Zentrum f\u00fcr Jugendaktivismus CYA KRIK (Nordmazedonien)<\/strong> und <strong>DYPALL-Netzwerk (Portugal)<\/strong>, unter der Koordination von <strong>Europe4Youth (Polen)<\/strong> und wird von der Polnischen Nationalen Agentur f\u00fcr das Programm Erasmus+ im Rahmen des Programms Erasmus+ finanziert: Strategische Partnerschaft f\u00fcr Innovation im Jugendbereich.<\/span><\/p>","protected":false},"excerpt":{"rendered":"<p>&nbsp; DYPALL Network hat das Vergn\u00fcgen, die neueste Publikation Richtlinien f\u00fcr den Einsatz digitaler Spiele und Gamification in der Jugendarbeit zu teilen. 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 wirft ein Licht auf bestehende Lernspiele und Gamification-Praktiken aus verschiedenen... <a class=\"more-link\" href=\"https:\/\/dypall.com\/de\/calls\/guidelines-for-using-digital-games-and-gamification-in-youth-work-game\/\"><span class=\"screen-reader-text\">LEITLINIEN F\u00dcR DIE VERWENDUNG VON DIGITALEN SPIELEN UND DIE GAMIFIZIERUNG IN DER JUGENDARBEIT \u2013 Spiel+<\/span> weiterlesen<\/a><\/p>","protected":false},"author":1,"featured_media":5936,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[1],"tags":[],"class_list":["post-5934","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-calls","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 - Game+ - 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\/calls\/guidelines-for-using-digital-games-and-gamification-in-youth-work-game\/\" \/>\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 - Game+ - DYPALL Network\" \/>\n<meta property=\"og:description\" content=\"&nbsp; DYPALL Network\u00a0 has the pleasure to share the newest publication\u00a0Guidelines for using digital games and gamification in youth work. 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