DYPALL Network  has the pleasure to share the newest publication 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 sheds some light on existing educational games and gamification practices from different countries, presents easy-to-use tools to gamify learning experiences and highlights key challenges and significant benefits of using these methods in youth work.

Apart from a theoretical description of the state of the art of game-based learning and gamification methodologies in education, as well as a reflection on the role and position of young people in the digital world, it offers an interesting overview of the application of gamification and game-based methodologies in youth work in Portugal, Poland, North Macedonia and Italy. The outcomes of the research cover the topics such as:

  • benefits and challenges of game-based and gamified learning
  • their greatest achievements and added value
  • state of advancement in game-based and gamified learning processes in different countries
  • specific needs for infrastructure
  • a mapping of digital tools for gamified and game-based youth work

Publication is available here.

The publication is a 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 within the framework of the Erasmus+ programme: Strategic Partnership for Innovation in the field of youth.

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