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"Project Name: Game It till you Make It". YE in Orland, Norway | 7 to 16 of February 2023

Updated: Nov 29, 2022

Project


Name: Game It till you Make It

Activity: Youth Exchange in Norway (Orland) of 30 participants (4 participants, ages from 18 to 27 + 1 leader, no age limiti, each organisation)

Accomodation: "Kystperlen, Sorvoll" villa in Orland, Norway.

Dates of the Activity: From 7 to 16 of February 2023 (8 days of activities and 2 travellling days)

5 participants from the following Countries: Norway, Georgia, Cyprus, Spain, Ukraine, Romania.

Total of 30 participants


This is a youth exchange designed for young people, volunteers, active citizens, people with fewer opportunities who are eager to get familiar with gamification and gamebased learning approaches; share intercultural knowledge; improve skills and make a tangible impact on society. The key concept is to gather participants to share and find ways of experiencing novel game-based learning methods and the gamification of existing methods using non-formal education.

Participants need to:

• Be 18-27 years old (leaders can be in the range of 18+ with no above age limit);

• Have citizenship or a residence permit (officially) in the country they represent;

• Be fully vaccinated.

We cannot accept ones who do not fall in all these categories.


Main Idea of the Project

Gamification is a method for self-motivation. It can inspire youth to find new ways of learning (learning to learn), to set up a personal mission and perform it. Game elements can help one become more competitive, raise productivity, take new initiatives and even to break bad habits. It can be applied to any learning


process - formal studies at the university, non-formal environment during youth projects, self-learning, at work. The key effect it has is that it brings joy and makes a process more interesting. Overall, the problems young people face in terms of their learning experience - lack of motivation, lack of joy, mainstream process, poor engagement, low concentration are meant to be solved by applying the above-mentioned methodologies.


Gamification stands for the application of game mechanics in a non-game context to promote desired behavior and drive learning outcomes. It includes thinking points, badges, leader-boards, feedback schemes, competition. In the case of game-based learning (GBL), we take a game and use it for learning. GBL is aimed at teaching a discrete skill or specific learning outcome, rather than being a complete pedagogical system. Here we have simulations, role-plays, forum theaters. Both concepts foster the creation of a non-formal environment and raise the level of engagement.

The project objectives are the following:

 To discuss the concepts of gamification and game-based learning;

 To identify the added value on participants of applying game-design elements to their daily lives, careers, and learning processes;

 To understand the differences between gamification and game-based learning;

 To share gamified tools & tools that help to gamify learning experiences;

 To get to know best-gamified practices and to experience their advantage over “traditional” learning experiences.


Relevance of the project for Erasmus + :

• -Improving the key competencies and skills of young people;

• -Including PAXs with fewer opportunities;

• -Promote participation and active citizenship in the European labor market;

• -Increasing learning mobility opportunities for young people active in youth work;

• -Enhanced cooperation



If you want to be part of the program, you must be a member of our organisation. If you are not a member you can do an application for membership here: https://www.acpelia.org/be-a-member

And for being part of the program continue with the application of participation in our program in this link: https://forms.gle/Z9dS6aet9CJEdP6v6

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