"We Choose to Game-If-I". TC in Porto, Portugal | 30 September - 9 October 2022

Updated: Apr 12

Activity: Youth Exchange in Portugal (Paredes) of 30 participants (4 participants, ages from 18 to 30 + 1 leader, no age limit, each organisation)

Accommodation: Paredes, Porto, Portugal

Dates of the Activity: From 30 of September till 09 of October 2022 (8 days of activities and 2 traveling days)

Hosting organisation: NGO NO GORDIO, Portugal

5 participants from the following organisations and Countries

• No GORDIO Portugal

• BITISI Georgia


• New Wellness Education - APS Italy Puglia Lecce

• ACPELIA Cyprus

• Mediterranean Forum For Social Development Morocco

Total of 30 participants

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/sjDaWCKV34kVicuU8

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