{"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\/fi\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/","title":{"rendered":"Ohjeita digitaalisten pelien ja pelillist\u00e4misen k\u00e4ytt\u00f6\u00f6n nuorisoty\u00f6ss\u00e4"},"content":{"rendered":"<p>T\u00e4m\u00e4n julkaisun tarkoituksena on tarjota nuorisoty\u00f6ntekij\u00f6ille menetelmi\u00e4 ja v\u00e4lineit\u00e4, joiden avulla he voivat k\u00e4ytt\u00e4\u00e4 digitaalisia pelej\u00e4 tai v\u00e4lineit\u00e4 ty\u00f6menetelmiens\u00e4 pelillist\u00e4miseen. Siin\u00e4 valotetaan eri maiden nykyisi\u00e4 koulutuspelej\u00e4 ja pelillist\u00e4misk\u00e4yt\u00e4nt\u00f6j\u00e4, esitell\u00e4\u00e4n helppok\u00e4ytt\u00f6isi\u00e4 v\u00e4lineit\u00e4 oppimiskokemusten pelillist\u00e4miseksi ja tuodaan esiin t\u00e4m\u00e4n menetelm\u00e4n k\u00e4yt\u00f6n keskeisi\u00e4 haasteita ja merkitt\u00e4vi\u00e4 etuja nuorisoty\u00f6ss\u00e4. Se on GAME+-hankkeen tulos ja ensimm\u00e4inen henkinen tuotos: Gamification and Access for Millennials in Erasmus+, jonka on kehitt\u00e4nyt nelj\u00e4 kansalaisj\u00e4rjest\u00f6\u00e4: Bangherang APS (Italia), nuorisoaktivismin keskus CYA KRIK (Pohjois-Makedonia) ja DYPALL-verkosto (Portugali), joita koordinoi Europe4Youth (Puola) ja joita rahoittaa Puolan kansallinen Erasmus+ -ohjelmavirasto.<\/p>","protected":false},"excerpt":{"rendered":"<p>T\u00e4m\u00e4n julkaisun tarkoituksena on tarjota nuorisoty\u00f6ntekij\u00f6ille menetelmi\u00e4 ja v\u00e4lineit\u00e4, joiden avulla he voivat k\u00e4ytt\u00e4\u00e4 digitaalisia pelej\u00e4 tai v\u00e4lineit\u00e4 ty\u00f6menetelmiens\u00e4 pelillist\u00e4miseen. Se valaisee olemassa olevia koulutuspelej\u00e4 ja pelillist\u00e4misk\u00e4yt\u00e4nt\u00f6j\u00e4 eri maista, esittelee helppok\u00e4ytt\u00f6isi\u00e4 ty\u00f6kaluja oppimiskokemusten pelillist\u00e4miseen ja korostaa t\u00e4m\u00e4n menetelm\u00e4n k\u00e4yt\u00f6n keskeisi\u00e4 haasteita ja merkitt\u00e4vi\u00e4 etuja. <a class=\"more-link\" href=\"https:\/\/dypall.com\/fi\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/\">Jatka lukemista <span class=\"screen-reader-text\">Ohjeita digitaalisten pelien ja pelillist\u00e4misen k\u00e4ytt\u00f6\u00f6n nuorisoty\u00f6ss\u00e4<\/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\/fi\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/\" \/>\n<meta property=\"og:locale\" content=\"fi_FI\" \/>\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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