Gamification Training Report

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1 Gamification Training Report Training Course Gamification as a Tool Training Evaluation Report Date: January 2015 Place: Warsaw, Poland Organizer: AUTOKREACJA Foundation production of this publication

2 Project Summary: The "gamification" is aimed at young, inexperienced youth workers who want to implement youth projects in Erasmus +. The project aims to equip participants with the basic skills for effective project management. Through carried the game will be developed skills and competencies needed for this to manage the project : project planning, defining requirements, project implementation, emerging problems, the definition of risk in the project, the results of which is to achieve the project. In addition, participants during the project will create their own projects related to the theme, which is gamification, which they can use in their local communities, to teach other young people the art of project management. The potential long-term benefit of the project is to train youth workers with the knowledge and skills needed in the implementation of youth projects and the fact that these workers transmit this knowledge further by training using the method of successive gamification young people who in the future will be to implement projects. The project s main activity consisted of 30 young people from 10 European countries. The young people and youth workers met in Warsaw. (Bulgaria, Macedonia, Turkey, Ukraine, Romania, Bosnia, Spain, United Kingdom, Tunisia and Poland The project using the following methods: - Team-Building methods - Group Dynamics methods - Team Work activities using gamification tools - Non-formal learning on gamification - Lectures on gamification - Discussion panels - Discussions of participants - Meetings of experts and youth workers from the field. - The game for the participants on the science of project management - Presentation of the host city and the culture of the host country production of this publication

3 - Networking of participating organizations - Presentations on the cultures of the countries from which the participants and having intercultural sessions in order to get to know each other better and establish sustainable relationships by learning field of expertise and activity. - Familiarization with the Erasmus +, the new program, actions and projects. - Workshops on writing projects Target of the Training: The project mainly aims to equip participants with the basic skills for effective project management. Gamification is used as a tool to have more youth friendly perspective and approach to address to young people and youth workers, who are working with and for young people. The overall objectives of the project; - Acquisition of knowledge by the participants how to use the tool gamification in the youth projects - To reduce the problem of unemployment in the EU countries and increase partnerships through projects carried out by participants in the future - To promote entrepreneurship in the countries participating in the project - Promoting the idea of a united Europe - To provide participants with the skills necessary for effective implementation of international projects - Enhance the language skills of participants in the English language, which is the working language of the project - Promotion of the Erasmus + - Promotion of cultural diversity - Raise awareness of the program among the partner countries of society - Establishing lasting international partnerships - To familiarize the participants with the objectives and priorities of the Erasmus + production of this publication

4 - Promoting non-formal education methods and using them through Group Dynamics, Team Building, Gamification, Erasmus +, Project Writing and Evaluation. Long term benefit: This project will contribute to create strong cooperation and communication among the partners and youngsters in all areas. Training Methodology: Non-formal Learning methodologies are used during the training. The methods, which are used during the sessions, enhanced the level of participation, social inclusion, taking responsibility. Since the participants are expected to create their own projects after the training, they are motivated to grow their ideas within the international groups, participation of 10 countries and 30 participants. Also a short simulation took place, where the participants were able to exchange Mandate and Partnership Documents. They had the chance to experience the real application process. Methods, Tools and Sessions: 1. Getting to know each other methods and games *Introduction Activity Aim: To get to know each other and attract attention of participants. Participants in a circle, tell their names, their countries and something they like at most. The other participants follow them; at the end every participant shares information of a participant from the group. - Welcoming in different Languages: Aim: To increase the level of intercultural learning and to make participants more aware of languages; Bulgarian, Macedonian, Turkish, Ukrainian, Romanian, Bosnian, Spanish, English, Arabic and Polish -Witam, -Welcome, -Hoşgeldin, -Willkommen, - Vanaka, -Bienvenido, -Bienvenue, -Salut, -Dobro Dosli, Ehlen ve Sehlen. production of this publication

5 Getting Expectation and Contribution of Participants: Including young people and youth workers in the stages and process is an important point. Also special tools can be used during this process. The expectations and contributions of the participants are taken in the first in order to readapt, design and update the training to increase productivity and efficiency for the participants and provide long-term and sustainable partnerships. Some of the interesting expectations and contributions are; Expectations: - Learn and Implement Gamification in my city - Ideas to be implemented in my country - Being on time - Being open - Being clean and tidy - Being ready to learn and open-minded - Creating new Networks and gaining new engagement techniques - Meeting with new friends - Learning innovatıon ideas - Learning creative games, techniques and methods to use in my village - Having Mutual respect - Learning more about the gamification, collaboration Contributions: - Learning new storıes from different backgrounds - Participating in all activities sharing experience - Blind-fold walk - Group dance, break dance - Listening and making Ukrainian Musıc production of this publication

6 - Learning some useful words in local language - Traditional national dances - Playing Group Games - Giving Lectures on gamification 2. Energizers: Rain, heavy light rain, making sounds of rain with finger, feet, arm, lap Horse riding; taking a photo, jumping while seeing a hole, Finger-Palm Activity for concentration and right-left coordination Yes-No Activity for Silence, Concentration and Contribution Şip-Şak Foto for Drama and Roll-Play, where participants are asked to show a scene, when the trainer says Ship Shak Foto Group Activities, Energizers like showing James Bond, Washing Machine, Toaster (when the trainer shows one participant, the participants on the right and left of the participant acts like James Bond, Toaster or Washing Machine Zühtü Song: Girls and boys were divided into 2 groups and say the word Zuhtu when the trainer show them while bending down. 3. Group Contract: All participants came together and discuss in a democratic way as active participants what the group rules will be. The discussion took 40 minutes, where they reached a common solution as depicted below. -Respect -Tolerance -Open Mind - Smile - Pro-active - Be Generous and Open-minded, without prejeduice production of this publication

7 - Punctuality - Be ready to listen - Take turns in talking 4. Group Dynamics: Tasks; 1. Forming USING GAMIFICATION AS A TOOL IN ERASMUS + PROGRAM FOR YOUTH PROJECTS Sentence from letters, which are printed on A-4 papers. 2. Creating Flags of the Participant Countries 3. Writing I love you in 20 languages 4. Writing Surprise in participants languages. 5. Singing a song about Gamification composed from Michael Jackon s songs 5. Role Play and Simulation (Game Start Game Finish): The activity is a 3 houred simulation, where participants met with a foreigner coming from a faraway country with different tastes, way of expressing herself. Without giving much information and taking the power of Group Dynamics session, participants were expected to fulfill the tasks, getting points and bonuses after accomplishing the tasks. First participants are divided into 4 groups; the badge system is introduced to them. The groups were formed according to animal photos that were distributed to the participants; lion, sheep, bird, horse Social, Accomplisher, Achiever, Explorer, Entrepreneur, Lovely, Happy badges, printed on colorful papers for the groups were distributed after every team finishes the tasks. Output: Types of Players: Socializer (being in the society, getting the motivation from people) Enjoyer (Seeks for enjoy, fun and also learn during the process.) Self-Seeker (Concentrating on work mainly alone or with a specific group rather than new people.) Networker (Establishing new networks and making new friendships and learn more production of this publication

8 Farmer (Focusing on Achievement and more result oriented rather than process. 6. Discussion panels: Participants are divided into groups and they are given 3-paged basic literature reviews about Gamification. After reading and exploring the literature review of Gamification, participants are expected to define Gamification in their world and depict usage of Gamification. Aim: Enabling young people discuss Gamification and the ways of using Gamification. - Discussions of Participants: During World Café, Station techniques, participants had the chance to see other participants ideas, comment, and improve their ancestors ideas and expressions. 7. Group Work: The definition of Gamification, PERM (Positive Emotions, Engagement, Positive Relationships, Meaning, Accomplishments) Method was covered by participants in groups; Output: Games as; a way of learning, a tool for learning and enjoying, entertainment activity, having fun with friends, relaxation, way of communication, carefulness, showing creativity, hobby, respect (the rules and obeying them), competition and fair play, rewards Different Types of Games: Castle, Monopoli, Card Games, X-Box, Board Games, Battleship, Children Games of Street or Forest, Backgammon, logical games, computer or tablet games production of this publication

9 8. Gamification in Youth Entrepreneurship, Video Streaming: TED Videos, videos shared in Youtube are important tools to access crosscultural or overseas examples and see what the other people are doing. 2 videos; Madi Sharma (Women Make a Difference - Madi Sharma), European Commission and Kiwi!, the bird, which cannot fly, videos are shown to participants. The disable or disadvantaged youth was depicted in Kiwi! Video, where there were fewer opportunities, but a lot of persistence and hard work appeared. The participants were asked how they could include disadvantages/disabled young people in youth work. The second video is about Mrs. Madi Sharma, an Asian key figure, a woman, who suffered a lot, but able to survived and be a good example for young women especially. The participants had the chance to discuss and tell their ideas and evaluate the managing and leadership styles of 2 characters in the video with their daily routine and volunterism. Youth Entrepreneurship Toolkit was also benefited. Participants worked on 4 traits below. Flexible able to work whenever needed Self Motivated can motivated themselves to take action Good Common Sense Can make judgements sensibly and accurately Good timing Requires patience and know when to jump in and get things done! 9. Meetings of experts: The meeting with the experts from the association and field was done. Participants had the chance to ask the questions they have in their minds to the experts and learn more about the new projects and way of working in Poland and Warsaw. Also they listened to new, effective ways how to use gamification to attract the attention of young people and provide different means of youth work with Gamification. - The game for the participants on the science of project management - Presentation of the host city and the culture of the host country - Networking of participating organizations - Presentations on the cultures of the countries from which the participants - Workshops on writing projects production of this publication

10 10. Intercultural Sessions: (Presentation of the host city and the culture of the host country) Every participant brings the traditional and cultural symbols, food, souvenirs from their country. At first the presentation of the country and the organization they were representing is delivered and then the tastes of the country or special zone were tried by participants. 11. Familiarization with the Erasmus + 2 sessions about creating a project idea according to Current Situation and Problem Analysis is realised with the participants. After problem analysis, Problem Tree, Target Analysis, Stakeholder Analysis and Strategy Analysis are also implemented with the participants for a better understanding of writing projects. During the example session, Key Action 1 Application Form is shown and partially filled with the participants and the questions were answered directly and right away. Ideas: Empowering young people using the power of Photo and Video Enabling young people to draw graffiti and express their and society s problems while drawing Organizing a training course for young people to learn how to write projects for disadvantaged people, especially refuges from Syria. 12. Presentation: Presentations are used as an important tool during the training. The participants were urged to express their ideas and work in front of the group, take questions and sum-up while giving the final idea. 13. Future Plan: Future Plan was a self-directed learning session, where participants monitor all the week and wrote a letter to him/herself, what would be the final word to say. It is an also individual activity, where the participant reports and monitors individually for the next one year on youth work and how to use the methods and things she learnt production of this publication

11 during the training course. The activity mainly concentrates on future plans of the individual about private life, school, work or volunteer life. Tool: A Timeline of 10 years before, today and 10 years after was given to participants and was asked to draw what they had experienced and what they pna for themselves in the future. 14. Evaluation: Before the end of every session s everyday, brief evaluation methods are used and one of them is 5 fingers method. Aim: 5 fingers method is used daily after the sessions are finished for the organizing team and participants. It is a very brief, effective tool of evaluation, where participants can see the daily process of activities, also their performance. Evaluation of participants self-performance by participants Evaluation of organization Evaluation of training course s daily program Way to enhance and improve the level of quality 5 Fingers Technique: Thumb: Things that are liked by participant Index Finger: Things to be improved Middle finger: Message to Trainer Ring Finger: Message to Coordinator/Organizers Pinky: Message to Yourself Questions of Evaluation Form (The last day) Have you satisfied with the accommodation throughout the training course? Have you satisfied with the food throughout the training course? How have you found the plenary room? How have you found the working team (trainer, facilitators and staff)? production of this publication

12 What have you learned during the sessions throughout the training course? Evaluate please Which of the competence and knowledge you have learned here will you be applying in your future profession? What have you learned outside the sessions? What has surprised you? (about yourself, about others) What extent might this youth exchange has affected your future plans? 15. Skills improved During the Training, participants had the chance to improve intercultural, language, social, dealing with difficulty and uncertainty, active citizenship, taking initiation and entrepreneurial skills. Which activities did you carry out in order to assess the extent to which your project has reached its objectives and produced results? How did you measure the level of success? Surveys, evaluation letters, evaluation forms were used. The evaluation technique is used every day in order to see the performance. Everyday after the sessions, a representative from the country groups came together and evaluate the level of the organization, training and satisfaction of the participants. Also the overall evaluation in the last day is delivered to the participants. Practical Arrangements and Project Management How did the project address practical and logistical matters Polish volunteers took responsibility for everyday from lunch to dinner, also for the sessions. The needs of the participants and monitoring the level of training and satisfaction of the participants for both non-formal and informal learning are mainly met by volunteers, who were active in the organization for a long-time.) For Project Management, agenda and excel is used. Also everyday small meetinfs are done with volunteers, leader and country representatives. How were quality and management issues (e.g. setting up of agreements with partners, learning agreements with participants, etc.) addressed and by whom? production of this publication

13 The country representatives and also all the participants were very responsible. The agreements and discussions are done at the first day about organizational issues, so every country chose a representative, who will gather both information, papers and all necessary equipment. During the projects, the meetings (both skype and facebook) are held with the representative. production of this publication

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