Game ON – P.L.A.Y. – Participate, Learn & Activate the Youth

Summary of the project:
Games are necessary for the education, as they mobilize the cognitive
and socio-emotional competences of young people, thus contribute to
their development and well-being. These competences facilitate also the
social inclusion, especially for youth with less opportunities or special
needs.
However, numerous games, made of suspect chemicals, endanger the
youth. Besides, some of these games are un-pedagogical and unhealthy.
As the game’s market is one of the most considerable worldwide, it is our
duty to develop some educational device and encourage the social
entrepreneurship of the youth as regards the use and promotion of
sustainable and pedagogical games , suitable for healthy development,
social inclusion and preservation of the environment through and for
education. The youth workers and youth leaders can raise awareness to
the youth and their families about these issues and encourage them
toward responsible choices of games & the education by games. They should also develop competencies related to their activities within the local
communities and promote a better education-by-playing.
Within this context, we wish to launch a project which aims to enhance
the competencies of youth workers from 8 countries and 3 continents.
They will share their experiences and good practices, and develop skills
and innovative educational methods centered on playing. They will
become real prime-movers of initiatives among youth of their local
communities and beyond.

Our project includes the following activities:
1- A Kick off meeting in France to interconnect the partners, specify the
methods and the tasks of everyone.
2- A research/survey about playing (games), youth (practices and
realities) and the toy’s market in the partner countries.
3- A 10-days training course in Greece, bringing together 24 youth
workers and leaders to develop their competences as regards methods of
raising the youth’s awareness about toys, and the education thru playing
for social inclusion.
4- Organization of Experimental workshops by each partner: Experimental
workshops «Youth education for and thru the game».
5- Producing the first part of a technical and pedagogical tool about
“Sustainable & pedagogical games: Educate for and by it”
6- A 9-days training course in India, devoted to the education of social
entrepreneurship of the youth in the sector of sustainable and pedagogical
games.
7- Creation of the 2nd part of the technical and pedagogical tool, centered
on the education in social entrepreneurship for and through games.
8- Organization of one educational exhibition by each partner in order to
disseminate the results of the project, promote and experiment the
pedagogical tool.

Aims of the project:
The basic aims of our project are:

  • To enable a group of youth workers and youth leaders from 8 countries
    coming from 3 continents to exchange, and develop practical knowledge
    and skills related to non-formal education through for games and toys that promotes youth
    development.
  • to reinforce their knowledge about the value and use of educational play
    and toys & the importance of the responsible choice of the toys & games
    in the learning process to ensure the healthy development of young
    people and to improve their inclusion.
  • to develop the skills of the youth workers beneficiaries of this program
    on social entrepreneurship education in the field of socio-educational
    games, with a view to support young people to invest in this field.
  • to act in favor of young people in their communities by sensitizing them
    to the choice and practices in sustainable way their games & toys and
    develop their entrepreneurship skills by conducting them to investing in
    this field.
  • Facilitating social inclusion, improving well-being and developing skills of young people from different backgrounds and abilities through educational toys and games.
  • Create and put into practice an innovative educational tool to support
    the use of sustainable and educational games & toys for education in well being, youth inclusion and other field.
    This tool will also support youth workers to educate youngsters for social
    entrepreneurship in the field of games and toys.

Report Game On