Toolbox — For Training and Youth Work
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Manual
The GROW Training Curriculum is a comprehensive educational program designed to equip youth workers with the knowledge and skills necessary to effectively incorporate gamification into their practice.
- Understand gamification principles and concepts.
- Equip youth workers in knowledge on gamification.
- Engage young people effectively in educational and developmental activities.
- Enhance learning outcomes through gamification techniques.
- Promote positive youth development through gamified experiences.
- Evaluate the effectiveness of gamification initiatives.
- Foster inclusive and accessible youth work environments.
- Support the professional development of youth workers in gamification practices.
The GROW Training Curriculum is a comprehensive tool designed to equip youth workers with the knowledge and skills needed to incorporate gamification into their practice. The curriculum consists of six modules:
MODULE 01: Introduction to Gamification: Participants are introduced to the fundamental concepts and principles of gamification, laying the groundwork for understanding its application in youth work.
MODULE 02: Gamification in Youth Work and Nonformal Education: This module explores the specific relevance and potential of gamification in the context of youth work and nonformal education, highlighting its benefits and possibilities.
MODULE 03: Gamification in Youth Work and Nonformal Education - Specific Examples and Successful Case Studies: Participants learn from real-world examples and case studies showcasing successful implementations of gamification in youth work, gaining practical insights and inspiration.
MODULE 04: Gamification Planning: This module focuses on the effective planning of gamification activities, addressing the what, why, and how of designing engaging and meaningful gamified experiences for young people.
MODULE 05: Practical Tools for the Creation of Gamification Activities: Participants are introduced to a variety of practical tools and resources for creating gamification activities, empowering them to implement their ideas effectively.
MODULE 06: Gamification Assessment and Evaluation Methods: This module covers methods for assessing and evaluating gamification initiatives, including the use of badges, self-assessment tools, quizzes, and other techniques to measure outcomes and effectiveness.
Together, these modules provide a structured and hands-on approach to integrating gamification into youth work practice, equipping participants with the knowledge, skills, and resources needed to engage and empower young people in meaningful ways.
SALTO cannot be held responsible for the inappropriate use of these training tools. Always adapt training tools to your aims, context, target group and to your own skills! These tools have been used in a variety of formats and situations. Please notify SALTO should you know about the origin of or copyright on this tool.
http://toolbox.salto-youth.net/4044
This tool addresses
Youth Participation
The tool was created by
Unknown.
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The tool was published to the Toolbox by
Linda Bonfante (on 15 February 2024)
and last modified
13 February 2024
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