{"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\/nl\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/","title":{"rendered":"Richtlijnen voor het gebruik van digitale games en gamification in jeugdwerk"},"content":{"rendered":"<p>Deze publicatie is bedoeld om jeugdwerkers methoden en hulpmiddelen te bieden om digitale games of hulpmiddelen te gebruiken om hun werkmethoden te gamificeren. Het zal enig licht werpen op bestaande educatieve games en gamification-praktijken uit verschillende landen, eenvoudig te gebruiken hulpmiddelen presenteren om leerervaringen te gamificeren en de belangrijkste uitdagingen en aanzienlijke voordelen van het gebruik van deze methode in jeugdwerk benadrukken. Het is het resultaat en de eerste intellectuele output van het project GAME+: Gamification and Access for Millennials in Erasmus+, ontwikkeld door vier niet-gouvernementele organisaties: Bangherang APS (Itali\u00eb), Center for Youth Activism CYA KRIK (Noord-Macedoni\u00eb) en DYPALL Network (Portugal), onder co\u00f6rdinatie van Europe4Youth (Polen) en wordt gefinancierd door het Poolse nationale agentschap voor het Erasmus+-programma.<\/p>","protected":false},"excerpt":{"rendered":"<p>Deze publicatie is bedoeld om jeugdwerkers methoden en hulpmiddelen te bieden om digitale games of hulpmiddelen te gebruiken om hun werkmethoden te gamificeren. Het zal enig licht werpen op bestaande educatieve games en gamification-praktijken uit verschillende landen, eenvoudig te gebruiken hulpmiddelen presenteren om leerervaringen te gamificeren en de belangrijkste uitdagingen en aanzienlijke voordelen van het gebruik van deze methode benadrukken. <a class=\"more-link\" href=\"https:\/\/dypall.com\/nl\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/\">Lees verder <span class=\"screen-reader-text\">Richtlijnen voor het gebruik van digitale games en gamification in jeugdwerk<\/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\/nl\/catalogue_of_resourc\/guidelines-for-using-digital-games-and-gamification-in-youth-work\/\" \/>\n<meta property=\"og:locale\" content=\"nl_NL\" \/>\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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