The trainers of the organizations have developed a training scheme which serves as a learning path for the participants, who will then be trainers on the implementation of „Parliamentarium” and „Out-of-the-box” role-playing games in schools, universities, youth centers through which young people will improve their knowledge and skills on the functioning of the European Parliament and on the approach on how to create a campaign to fight Fake News.
The gamification approach aims to apply playful mechanics to activities that are not directly related to the game; in this way it is possible to influence and change people’s behavior, favoring the emergence and consolidation of active interest on the part of the users involved in the message that has been chosen to communicate.
„Parlamentarium” Game
Trainers, teachers, youth workers and educators were personally trained on the “Parlamentarium” role-playing game. The trainers will have the opportunity to simulate the real „ordinary legislative procedure” of the European Parliament with the participants, in fact the training modules that make up the game include the functioning of the European institutional bodies to understand the process of forming alliances, negotiating with the other institutions and communication with the media. Participants will be divided into four political groups and each will be invited to split into two sub-groups, in order to compose the parliamentary committees. Each commission will then be assigned a fictitious case to examine.
“Out of the box” game
Trainers, teachers, youth workers and educators were personally trained on the “Out of the box” game, developed with the Erasmus+ project of the same name. The game was developed as a tool for young people to create campaigns and grassroots projects in schools, youth centres, universities and other meeting places for young people. The game consists in developing a product/proposal/campaign to fight Fake News within the groups, collectively designed following concrete steps which define a proposal as innovative. Each stage of the game invites the participants to add elements to their „idea” that structured, defined and shaped a final product to be presented.
Learning outcomes
• awareness raising;
• active participation, implication;
• collective thinking and creation;
• creativity and co-construction;
• capacity of making a needs analysis;
• dialogue, consensus and decisions making;
• communication and visibility competences;