{"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\/et\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/","title":{"rendered":"Juhised digitaalm\u00e4ngude ja m\u00e4ngustamise kasutamiseks noorsoot\u00f6\u00f6s"},"content":{"rendered":"<p>K\u00e4esoleva v\u00e4ljaande eesm\u00e4rk on anda noorsoot\u00f6\u00f6tajatele meetodid ja vahendid digim\u00e4ngude v\u00f5i -vahendite kasutamiseks oma t\u00f6\u00f6meetodite m\u00e4ngustamiseks. See heidab valgust eri riikide olemasolevatele haridusm\u00e4ngudele ja m\u00e4ngustamistavadele, tutvustab kergesti kasutatavaid vahendeid \u00f5pikogemuste m\u00e4ngustamiseks ning toob esile selle meetodi noorsoot\u00f6\u00f6s kasutamise peamised probleemid ja m\u00e4rkimisv\u00e4\u00e4rsed eelised. See on projekti GAME+ tulemus ja esimene intellektuaalne v\u00e4ljund: \u201eGamification and Access for Millennials in Erasmus+\u201c, mille on v\u00e4lja t\u00f6\u00f6tanud neli valitsusv\u00e4list organisatsiooni: Bangherang APS (Itaalia), noorte aktivismi keskus CYA KRIK (P\u00f5hja-Makedoonia) ja v\u00f5rgustik DYPALL (Portugal), mida koordineerib Europe4Youth (Poola) ja mida rahastab programmi \u201eErasmus+\u201c Poola riiklik b\u00fcroo.<\/p>","protected":false},"excerpt":{"rendered":"<p>K\u00e4esoleva v\u00e4ljaande eesm\u00e4rk on anda noorsoot\u00f6\u00f6tajatele meetodid ja vahendid digim\u00e4ngude v\u00f5i -vahendite kasutamiseks oma t\u00f6\u00f6meetodite m\u00e4ngustamiseks. See heidab valgust erinevate riikide olemasolevatele hariduslikele m\u00e4ngudele ja m\u00e4ngustamistavadele, pakub kergesti kasutatavaid vahendeid \u00f5pikogemuste m\u00e4ngimiseks ning toob esile selle meetodi kasutamise peamised v\u00e4ljakutsed ja olulised eelised. <a class=\"more-link\" href=\"https:\/\/dypall.com\/et\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/\">J\u00e4tka lugemist <span class=\"screen-reader-text\">Juhised digitaalm\u00e4ngude ja m\u00e4ngustamise kasutamiseks noorsoot\u00f6\u00f6s<\/span><\/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\/et\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/\" \/>\n<meta property=\"og:locale\" content=\"et_EE\" \/>\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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