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MAIN ACTIVITIES
One of the key elements behind our different learning styles and levels is our differences We designed our activities accordingly with Kolb's model, that is based on the Experiential Learning Theory, which is one of the most accepted and used content in learning The stages of this learning cycle includes:
- Experiencing real or lifelike,
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- Analysis of the actual experience and sharing of feelings about the experience,
- Associating the inferences made with daily life
- Using the information obtained as a result of association in real life
First, we learn something new Next, we think about what we ’ ve learned and how we’d like to apply it Then, we apply what we ’ ve learned in the real world Finally, we reflect on the experience and figure out where we could improve. Our activities designed to follow these stages when discovering the potential role of gamification in youth work
AS A RESULT OF THE MOBILITY, THE LEARNING OUTCOMES OF THE 27 PARTICIPANTS to learn how gamification can be used in different aspects of youth work to achieve the full potential in areas of learning and development to understand the contexts for the use of games and the purpose for the use of games to integrate the knowledge and skills they will gain into their specific youth work contexts to learn how games are structured and described
To understand and facilitate individual and group learning processes
To develop quality support systems for youth activities