Emphasise the existing training and learning and measure their effectiveness in the target group, as well as propose a set of recommendations and policy options.
Create new training opportunities that answer to the needs of the target group.
Develop a specific training tool to allow updating and adapting the skills and competences of the target group, which could be easily updated and transferable and that create new knowledge among the target group.
Introduce a new social board game for young people, which could develop the social ideas and key competencies & skills of the target group.
GATES Project Yearbook
Gamification is the application of game-design elements and game principles in non-game contexts. Gamification commonly employs game design elements to improve user engagement, organizational productivity, flow, learning, crowd sourcing, employee recruitment and evaluation, ease of use, usefulness of systems, physical exercise, traffic violations, voter apathy, and more.
A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist. Gamification can also improve an individual’s ability to comprehend digital content and understand a certain area of study such as music.
Key Points and Milestones