Learn2Play
▶Summary
Background "Learn2Play" is a project implemented by the Malta UNESCO Youth association, together with Shokkin Group International and Fundacja ADJ, supported by EU Training Academy, which lasted from April 2021 until May 2023. The partners have realized from our networks that youth workers have interest in but are struggling to implement educational games. Youth workers are always in need of new, creative resources that can help them engage, enlarge and refresh their toolboxes for supporting youth in their daily work. Soft skills, including communication, social and people skills (such as teamwork, Emotional Management, Time Management, Problem Solving, Creative Thinking, Critical Thinking, Conflict Management, Integrity), have been lacking in the youth of the current European Society. The partners in this application were focus on enhancing these forgotten skills, in order to boost their sense of motivation. This project aims to develop tools to support youth workers in creating their own based learning methodologies (the created ecourse Learn2Play), adapted to their target groups or, use the ready games created by the project to support youth soft skills, supporting their personal and future professional development. Objectives The project aimed to have: A completed research on soft skills development needs amongst youth and a created structured approach, using game-based learning through focus groups&interviews, A ready-to-use online game development course tailored to youth workers, 8 fully developed printable educational games on soft skill, designed, tested and promoted, combined in a toolbox, related to: understanding soft skills, Communication, Teamwork, Leadership, Emotional Management, Time Management, Problem Solving, Creative Thinking, Critical Thinking, Conflict Management, Integrity, Increased operational capacity of partner organizations in delivering quality educational services to young people and educators through game laboratories, training and playing events, Promoted the use of educational games and project results among relevant stakeholders locally/internationally through physical and online multiplier events, at local, regional and European level, Developed young people’s soft skills, using educational games and equip youth workers with tools to gamify their activities, when the games were already taken to the young people groups, played either through the consortium of the project or by the stakeholders supporting the project. Implementation The project timeline included;: 1) Kick-off and set-up of the project, including a physical meet-up. 2) Running focus groups and information gathering. 3) Development of the first tangible result, the e-course which held theoretical and practical information for educators and youth workers who were willing to use educational games in their work. 4) Development of game prototypes, testing, review and finalisation of the second tangible output. 8 ready to use educational games that are aimed to teach soft skills to youth. 5) Promotional gaming events 6) Training activity to train educators to get the most out of these games. 7) Dissemination activities, through local events, including multiplier events. 8) Close off, including evaluation and review. Achievements The project gathered as project results two main outputs. Specific open tangible outcomes in the forms of: • IO1 - e-course: created for youth workers to explore, learn and create their own educational games, open and available online. Course structure: Course Introduction, The World of Educational Games, Examples of Educational Games, Educational Game Design, Step-by-Step Design Process, Facilitating Educational Games, further resources. - Link: https://playversity.co/2022/04/23/learn2play-online-course/ • IO2 - a tool box with 8 educational games ready to be downloaded, borrowed, adapted, changed, of open access, on soft skills. The games focus mainly in the following soft skills: Communication, Teamwork, Leadership, Emotional Management, Time Management, Problem Solving, Creative Thinking, Critical Thinking, Conflict Management, Integrity. Link: http://www.muya.info/learn2play Each tangible result has an educational purpose that is seen to be of interest to other stakeholders (youth workers, trainers, teachers, educators, NGO representatives); the above mentioned results come in various forms developed for various target groups and designed in an appealing way to provide readers/watchers with insight on the topic.