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Simulation Exercise, Exercise, Group Building Activity, Boardgame

Think, Play, Connect: Board Games as Learning Tools in Youth Exchanges

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This booklet explores how board games can be used in youth exchanges and non-formal education to support communication, teamwork, creativity, inclusion, reflection, and intercultural learning. Created through the Erasmus+ project Think, Play, Connect.

Aims of the tool

The aim of this tool is to explore how board games can be used as meaningful learning environments within youth work and international youth exchanges. It seeks to show that board games are not only forms of entertainment, but also powerful tools for communication, cooperation, creativity, strategic thinking, reflection, and intercultural dialogue.
Through this booklet, youth people, youth workers, facilitators, group leaders, and educators are encouraged to look beyond the rules of the games themselves and focus on the social and educational processes that emerge through play. Different types of games create different experiences—some support teamwork and trust-building, others encourage storytelling, problem-solving, leadership, or emotional expression. The tool aims to provide inspiration rather than fixed methods. It helps readers understand in which contexts certain games may be useful, what kinds of group dynamics they can generate, and how both modern board games and traditional cultural games can contribute to non-formal learning. A special focus is placed on intercultural learning and inclusion, particularly within Erasmus+ Youth Exchange settings, where games can reduce barriers, strengthen participation, and create shared experiences between young people from different backgrounds. By combining practical examples with reflection, this publication aims to support the use of board games as accessible, engaging, and effective tools for youth development, active participation, and stronger group connection.

Description of the tool

This tool for learning was developed as part of the Erasmus+ Youth Exchange project Think, Play, Connect, implemented in Momchilgrad, Bulgaria - December 2025, with participants from Bulgaria, Spain, Azerbaijan, Türkiye, and Georgia. The project explored how board games can be used as educational tools in youth work and non-formal learning environments.
The publication focuses on the idea that board games are much more than entertainment. They create natural spaces for communication, cooperation, creativity, strategic thinking, trust-building, and intercultural dialogue. Through shared play experiences, participants engage actively, reflect on group dynamics, and learn through interaction rather than formal instruction. The booklet presents a variety of modern board games such as Codenames, Dixit, The Crew, Avalon, Hanabi, Azul, Carcassonne, and many others, showing how each game can support different learning processes. Some games encourage teamwork and collaboration, others focus on communication, leadership, decision-making, emotional expression, or problem-solving. In addition, the tool highlights traditional games shared by participants from partner countries, demonstrating how cultural heritage and intercultural learning can also be explored through play. Rather than offering fixed facilitation methods, the publication helps users understand where and how board games can be useful in youth exchanges. It supports reflection on choosing the right game for the right group, understanding group dynamics, and transforming play into meaningful learning experiences.
Learning Outcomes
By using this tool, users can:
- better understand the educational potential of board games in youth work;
- identify which types of games are suitable for different learning contexts;
- use board games to support communication, teamwork, inclusion, and reflection;
- strengthen intercultural learning through both modern and traditional games;
- create more engaging and participatory non-formal learning environments;
- support young people in developing social, emotional, and collaborative skills;
- improve facilitation approaches by connecting play with reflection and group processes.
This tool aims to inspire the use of board games as practical and accessible learning environments that help young people connect, participate, and learn together across cultures.

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Disclaimer

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.

Tool overview

Think, Play, Connect: Board Games as Learning Tools in Youth Exchanges

http://toolbox.salto-youth.net/5631

This tool is for

This booklet is primarily designed for youth workers, facilitators, group leaders, trainers, and educators working in non-formal education and international youth mobility projects, especially within Erasmus+ Youth Exchanges. It is particularly useful for those who use experiential learning methods and are looking for creative ways to increase participation, communication, inclusion, and group connection. It is also relevant for youth organizations, NGO staff, volunteers, youth leaders, and project coordinators who organize local or international youth activities and want to integrate board games into their educational practice. The publication can support both experienced facilitators and beginners who are exploring how games can be used beyond entertainment. In addition, the tool can be valuable for young people themselves—especially active participants, peer educators, and youth leaders—who want to understand how board games can create stronger group dynamics, intercultural learning, teamwork, and personal development. The booklet is suitable for multicultural groups, mixed-experience teams, and participants with fewer opportunities, as many of the games presented support accessible participation and inclusive learning environments.

and addresses

Group Dynamics, Youth Initiatives, Intercultural Learning, Peer education, Youth Participation

It is recommended for use in:

Youth Exchanges
Transnational Youth Initiatives

Behind the tool

The tool was created by

Ibrahim Kyoseyumer - Association for Turkish Culture, Art and Interaction

in the context of

Youth Exchange - "Think Play Connect" - Momchilgrad, Bulgaria - December 2025

The tool has been experimented in

Youth Exchanges and Youth Initiatives with intercultural learning

The tool was published to the Toolbox by

Ibrahim Kyoseyumer (on 30 April 2026)

and last modified

26 April 2026

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