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Game design is a powerful tool to empower people to unlock their creative and innovative potential through a seemingly playful process.

GameOn project promotes and scales inclusive game design practices that benefit young people, educators and youth workers in our communities. The aim is to support youth in being more independent and critical toward the information.

What are the goals of this project?

The complexity and the lack of social cohesion in the society call for an inclusive educational and training methodology that could support youth in being more independent and critical toward the information.

As a matter of fact, the project focuses on developing INCLUSIVE EDUCATIONAL TOOLS that would be used and spread in wider learning communities and reach target groups and beneficiaries outside this partnership.

The process of game design for inclusion is a method of designing with communities to find and invent new ways for wider and more ACCURATE PARTICIPATION.

Regardless of their previous experiences, competences, or level of confidence, EVERYONE CAN GET INVOLVED in the creative processes.

How do we reach these goals?

In order to reach the defined objectives, the project partners worked on the following outcomes and outputs:

  • Mapping of Game design models:
    • Project partners gathered more information on game design experiences used at each local level (by the partners, by role models and by the local networks of other partners and experienced game designers).
    • Created 10 common game design models called Methodology models.
  • Educational Game Design Training Modules:
    • Operationalise different educational game design concepts and steps into training modules for
      different target groups (youth workers, trainers/facilitators, teachers).
  • Game on trainings:
    • Project partners implemented training activities at the international and local level to upgrade competencies in the partnerships about game design models.
    • Disseminated the MANUAL within wider European partners promoting a seminar to share good practices about game design.
    • Implemented training activities at the local level to foster the involvement of wider groups of diverse stakeholders.
  • Learning Playlists (Platform Cities of Learning):
    • We used the Cities of Learning platform for young people, youth workers, and educators to find learning
      opportunities to master game design and get their learning validated and recognised with the use of Open Badges. More than 30 cities and regions can benefit from GameOn outcomes and outputs.
    • The aim was to disseminate the created resources on educational game design, as well as providing a wide
      accessibility.
    • The platform Cities of Learning enabled the process to upscale good practices and promote them to other
      sectors, target groups, countries and regions.
    • Additionally, partners created a dedicated GameOn project platform with all resources presented as interactive open education resources.
  • Impact measurement to promote inclusion:
    • University of Barcelona carried out scientific research to quantify the impact of game design for educational
      purposes related to inclusion (the challenge is to gamify the research without losing or compromising its quality).
    • Board game that can be used as an impact assessment tool for other purposes and projects.

The EU partners shown below mapped good practices of inclusive game design, organized international and local training workshops, created educational resources and made them accessible on the Cities of Learning platforms.

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