Intellectual Outputs

  • -

Intellectual Outputs

Category:Gamification Methods for Educational Management

IO1 – Online Test for Young People (Topic: Learning to Learn Competence)

IO1 is the online test in the form of a questionnaire using the Likert scale with values from 1 to 10. The role of the test is to verify the learning to learn skills and competences of the participants. The questionnaire will have 50 questions. The questionnaire / test / assessment tool will be designed by experts / sociologists in such a way that the responses given to each of the 50 inputs will generate some values that will then be gathered and will generate a personalized answer to the one who passed the test, as close as possible to the truth and relevant so that he knows what skills (he) has to improve.

Based on the results collected from the 100 young people who passed the test, we can have an overview of the common elements (competencies) that they have to improve. The online test will be an open source, it will be accessible to any other organization interested in using the instrument in order to assess the learning to learn needs of a target group.

IO2 – Board Game – Learning Experience

The board game has been developed precisely according to the plan and to the application form. The only adaptation is related to the narrative part of the story; for example participants don’t have to grow cities, but to explore an island (The Island of Youth).

The game is designed for a minimum of 12 participants, a maximum of 40 participants. Participant are being divided into 4 teams (minimum 3 people / team, maximum 10 people / team). The difference between the number of players in the teams cannot be greater than 1.

The game contains:

– a play board of 2m x 3m

– pawns that can be made of out paper, cartboard, wood, plastic, printed using a 3D printer, cut with a laser

– rulebook (Instruction manual of the game)

– mission cards, learning cards, curse cards, opportunity cards, gold cards

– dice


The game will be played in turn, with each team waiting for the turn to give it with the dice. Advancement on the board is only done by throwing the dice. While a team gives the dice, the other teams have the right to interact with each other (negotiate, create strategies, talk, ask), but they have no right to change anything on the game board until they move. Within each team, each player will have another role. Depending on the role played at the beginning of the game, each player is allowed different actions (eg: only the negotiator can negotiate resources, only the ambassador may propose alliances).

The main aim is to discover the island. The island is made out of hexagon tiles. Each hexagon tile has a card on it. By advancing on the map, participants uncover a card. Each card can be either a learning card, curse card, challenge card, gold card. There are 77 learning cards. Each learning card contains one sub-skill of the learning to learn competence, that have been identified by the partners in the research phase of the Intellectual Output. By discovering learning cards, participant develop their learning-to-lean competence and also transversal skills. Of course, by playing the game itself, participants develop transversal skills and soft skills such as efficient communication, communication in foreign language, communication in mother tongue, negotiation, problem solving, prioritizing tasks.


The game wants to be competitive, but in a constructive manner. By playing this game, participants are expected to develop certain transversal skills previously identified within IO1. It is intended to be an educational management resource that can be used by youth workers, trainers, teachers, group leaders in working with young people, students, students, participants in youth exchanges.

The game is intended to be an educational management resource that can be used by youth workers, trainers, teachers, group leaders in working with young people, students, students, participants in youth exchanges, etc.


We have already used the board game on some groups of young people and we have received very positive and constructive feedback which gave us a feeling of fulfilment meaning that we did a good job. Because of this, we really do believe this board game will be used in many youth exchange and youth activities in formal and non-formal environments all across Europe.

In may 2020 we plan on using the board game in a youth exchange that will take place in Italy and in June 2020 we plan on using the board game in a training course that will take place in Romania.

IO3 – Card Game – Learning Experience

The card game will be a less elaborated version of the Board Game, with certain specific features. It will contain the following items: playing cards, resource cards, event cards, extra mission cards. The main missions ( the strategic development directions from the beginning of the game) will no longer exist (the particularity as compared to the board game). By contrast, each team will have the same mission: to increase the population of the fictitious city that it represents/stands for. When population grows the teams accumulate population cards.

Each organized event draws a different number of new residents in the city of a team. An event is organized using resources. Resources are offered randomly by pulling out one resource card at the beginning of each player’s turn. Minimum 4 teams, maximum 8 teams. Teams of minimum 1 person, maximum 2 people. There will be no dice, no play board.

IO4 – Web&Mobile App – Learning Experience

From a technical point of view, IO4 will be a software developed based on customer requirements. It will be browser-based software and its mobile application (Android & IOs). Access to the application (both on the computer and on the phone) will be made with a free account that each user will need to create. Every interested person will create his / her account free of charge using the email address and phone number. There will be two types of users, simple user or group leader, each with different permission settings. A group leader can create groups to manage and a simple user can join any of the groups it wants.

The group leader validates the fulfillment of a mission and assigns merit badges. Merit badges granted to a user go directly into his public portfolio. Using the search bar, you can enter a user’s email address to get to his avatar (profile). Here you can see what badges the person has accumulated and the moment when it happened.

Impact We want this platform and application to create a connection between group management, educational (formal, non-formal) and merit recognition systems. Thus, through groups, the group leader creates a community where participants (regardless of social, economic status, etc.) start at the same level, with the same chances.

IO5 – Manual for Youth Workers – How to Use Gamification Methods in Youth Work and Other Educational Experiences

The manual will be based on a research undertaken by 10 researchers of the 5 partner organizations, and will focus on the results obtained (board game, card game, application, online test), but also on collecting successful experiences of using gamification in projects performed by the consortium and associated partners in the past.

The manual will comprise of 5 chapters as follows:

  1. Scaffolding: Is the application of tailored support to move the learner from their current level of learning to the next. It gives hints or clues exactly when the learner needs them and removes prompts as the learner progresses through the course.
  2. Self-Determination Theory: Learners are motivated by psychological needs of competence, autonomy, and social relatedness through both external and internal factors. The theory of selfdetermination has 3 core elements: competence, autonomy and psychological relatedness.
  3. Distributed Content Delivery: Learners have better recall if learning content and tests are spaced out over time.

Recent Post

Video competition!

Eric competition!

Call for Mentees!