Training Course for Youth Workers
Gamification as a Tool for Youth Engagement
28th May – 1st June, 2018
Polytechnic Institute of Santarém (Portugal)
Training Course for Youth Workers
28th May – 1st June, 2018
Polytechnic Institute of Santarém (Portugal)
Digital gamification for youth engagement (Y-Game) project
AGREEMENT NUMBER: 2016-3640/001-001 ERA-CAPBUL Erasmus+ Programme: Capacity Building in the field of youth
Games are the genesis of gamification. This module was created to prepare the audience in a way so they could understood later on how games relate to gamification and what are some game mechanics that can be used. The subject was presented in an expository manner through a visual presentation of the different subjects using some multimedia resources and at the same time trying to engage the audience with the subject asking for their input and questions. At the end of the module, a gamified quiz (Kahoot!) was used to evaluate how well the subject was understood by the trainees. This evaluation tool was used all through all the course.
In this module were shared some of the more theoretical aspects of gamification related with some principles regarding what gamification is, how does it differs from games, what are some wrong ideas that can arise from the concept, some examples how gamification is already applied in the day-by-day life, referring the importance of a person's specific profile in the experience, how gamification can be applied in education along with the example of some tools that can help to improve the gamification experience (VR and AR). By the end of this module the trainees should be able to understand some core aspects that are the base for a successful gamified experience as well as have some knowledge about some numbers related with what gamification has already achieved. Like in the previous module, some Kahoot!s were played by the trainees as a way of reinforcing the knowledge gained as well as understanding how well the audience has understood what was explained.
The module "Implementing Gamification" was created with a more practical mindset regarding the definition of a gamification strategy. Although still following the expository scheme from the previous modules, the contents were oriented in the sense of applying gamification in a real scenario. More than concepts, these topics are meant to be able to be directly applied in a gamification experience. Understanding this module, the trainee is prepared to create his or hers own gamification experience, as the most relevant aspects of a successful experience were compiled in this module. Like with the previous modules, the evaluation was made with some Kahoot! quizzes.
Gamification and Youth Education or Work (2h30)
This module was dedicated to the presentation of some case studies as well as passing some complementary information in a more philosophical way with the intent of encouraging the trainees to try to go beyond what was thought in this course, and motivate them to use creativity and critical thinking to develop their own experiences.