ADHD QUEST

ADHD QUEST is a gamified KA152 youth project using RPG methods to empower neurodivergent youth with soft skills, inclusion, and employability tools.

CONCEPT NOTE : ADHD QUEST (KA152)
1. THE CONTEXT
While 24.1% of young people in the EU are at risk of poverty or social exclusion (Eurostat, 2024), this risk is significantly exacerbated for youth with ADHD (Attention Deficit Hyperactivity Disorder). Research indicates that young adults with ADHD face a 70% higher risk of exclusion from the labor market due to "executive function gaps" such as time blindness and task paralysis, rather than a lack of talent.
Traditional non-formal education methods often fail to engage this demographic as they do not trigger the specific reward systems of the neurodivergent brain. ADHD QUEST bridges this gap by providing a tailored, gamified learning environment that replaces static seminars with dynamic, RPG-based challenges.
2. OBJECTIVES
Our primary mission is to shift the narrative of neurodivergence from a "deficit-based" model to a "strength-based" approach.
Specific Objectives:
• Enhance Employability: To equip youth with concrete "soft skills" (time management, task initiation) using game mechanics as educational tools.
• Social Inclusion: To create a safe, transnational community where neurodivergent and neurotypical youth can interact without judgment, directly combatting social stigma.
• Methodological Innovation: To validate Role-Playing Games (RPG) as a rigorous and effective non-formal education tool for mental health and inclusion.
3. METHODOLOGY
This project is not a standard training course; it is a 7-day immersive Role-Playing Game (RPG) simulation. Participants are not "students"; they are "Avatars" navigating a hero's journey.
Core Mechanics:
1. Avatar Genesis (Character Creation): Participants analyze their real-life traits to create characters (e.g., The Hyperfocus Mage), reframing their vulnerabilities as "stats" and "powers".
2. Side Quests (Skill Building):
o Distraction Valley: A simulation to test and improve focus strategies.
o The Time Blindness Mirror: Workshops designed to improve time perception and management.
3. The Boss Fight: A complex team simulation where participants must strategize to defeat the "Executive Dysfunction Dragon" using the skills learned during the week.
4. THE PARTICIPANTS (Target Group)
• Participants: 35 participants from 5 partner countries (7 per country: 6 participants + 1 Leader).
• Profile: Young people aged 18–30 who are diagnosed with ADHD, identify with neurodivergent traits, or are interested in the topic.
• Inclusion: Priority is given to youth with fewer opportunities (health barriers and social obstacles).
5. IMPACT & OUTPUTS
The project produces tangible, sustainable assets for the youth work sector:
• ADHD CARDS (OER): A downloadable digital toolkit containing the character roles, quest maps, and strategy cards co-created by participants.
• Digital Campaign: The "My ADHD Story" podcast series and "Boss Fight Moments" Instagram Reels to raise awareness and reduce stigma globally.
• Focus Ambassadors: Participants will return home to organize local "ADHD Myth Busters" workshops for their peers.
• Validation: Competences are validated via Youthpass and gamified through digital "Open Badges".
6. SUSTAINABILITY & SAFETY
• Neuro-Inclusive Safety: The venue features "Quiet Zones" for sensory regulation and a "Traffic Light System" (wristbands) for non-verbal communication of social energy levels.
• Eco-Friendly: A "Green Gaming" approach is adopted; materials are digital-first, and physical props (like the Dragon) are built from upcycled materials

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Project overview

ADHD QUEST is a project by
ALVA
taking place
from 2026 till 2026
This project relates to:
Youth Exchanges
This project can include young people with fewer opportunities like
  • Health problems
Young people with ADHD (Learning Difficulties)

Short URL to this project:

http://otlas-project.salto-youth.net/19403

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