
🎲 GAMECHANGE: Innovative Board Games for Youth Engagement
AGREEMENT NUMBER¨¨¨: 2025-1-CY01-KA210-YOU-000350542
🎲 GAMECHANGE: Innovative Board Games for Youth Engagement
Introduction
Education and youth engagement have evolved significantly in recent years, with traditional learning methods often failing to capture the interest and motivation of young people. In an era where technology dominates, interactive and participatory approaches are crucial to making learning and civic engagement more effective. Gamification—the use of game-based strategies in education—has proven to be a powerful tool for enhancing learning experiences, fostering inclusion, and encouraging active participation among young people.

Why Board Games?
Board games offer an innovative and interactive way to teach complex concepts in an engaging, hands-on manner. They encourage critical thinking, strategic decision-making, teamwork, and social interaction—all essential skills for active citizenship and personal growth. More importantly, board games provide a safe and inclusive environment where young people can explore real-world issues, practice problem-solving, and develop their creativity. Unlike digital games, board games promote face-to-face communication and social bonding, making them an ideal tool for youth engagement in non-formal education settings.
Despite their potential, board games remain an underutilized resource in youth work. Many youth organizations and educators lack the knowledge, skills, and resources to develop and integrate board games into their programs effectively. As a result, many young people, especially those from marginalized backgrounds, miss out on the benefits of experiential learning and interactive education.
The Vision of GAMECHANGE
The GAMECHANGE project aims to bridge this gap by equipping youth workers and educators with the necessary tools to develop and implement board games as an innovative educational method. Through a collaborative international effort, the project will foster the exchange of best practices, provide specialized training, and create a structured methodology for using board games to promote youth engagement, inclusion, and civic participation.
By integrating game mechanics, storytelling, and interactive learning, the project will empower youth workers and young people to develop their creativity, problem-solving skills, and social competencies. The project will also emphasize inclusion and diversity, ensuring that the developed board games cater to a wide range of participants, including youth from disadvantaged backgrounds.

The Transnational Approach
GAMECHANGE is a transnational Erasmus+ project involving partners from Cyprus, Poland, and Romania. Each country brings unique expertise, challenges, and experiences to the project, enriching its outcomes and enhancing the international dimension of youth work. Through a series of structured activities, including research, training sessions, game development, and local testing, the project will ensure that the methodology developed is practical, adaptable, and accessible to youth organizations across Europe.
By the end of the project, GAMECHANGE will deliver concrete and tangible outputs, including a fully developed board game, a methodological handbook for youth workers, a structured training curriculum, and an impact assessment report. These resources will be made freely available to youth organizations, educators, and policymakers, ensuring sustainability and long-term impact.
Through this initiative, we are not only creating a board game—we are fostering a culture of active learning, inclusion, and engagement that will empower youth to shape their communities and contribute to a more inclusive society.

Objectives of the Project
The GAMECHANGE project aims to address key challenges in youth engagement, inclusion, and non-formal education by integrating board games as an educational tool. Below is a detailed explanation of the project's objectives, structured in clear and concise paragraphs.

1. Develop & Test an Innovative Board Game That Promotes Youth Engagement and Inclusion
Traditional educational methods often fail to capture the interest of young people, particularly those from marginalized backgrounds. Board games provide a hands-on, interactive way to engage young people in learning, social inclusion, and civic participation. However, many youth organizations lack structured tools to effectively integrate gamification into their programs.
Through this project, we will develop an innovative educational board game that focuses on inclusion, teamwork, and problem-solving. The game will go through multiple testing phases, involving young people in game design, testing, and feedback to ensure it is engaging and impactful. By the end of the project, the board game will be accessible and adaptable for various educational settings, providing a valuable resource for youth organizations across Europe.
This objective will ensure that young people develop critical thinking, communication skills, and active citizenship awareness while having fun and engaging in meaningful discussions. The board game will also serve as a model for future gamified educational initiatives, encouraging other organizations to adopt similar approaches.
2. Equip Youth Workers with Skills in Gamification and Interactive Learning
Youth workers play a crucial role in shaping the learning experiences of young people. However, many still rely on traditional teaching methods that may not fully engage youth, especially in non-formal education settings. Despite the proven benefits of gamification, youth workers often lack the training and tools to integrate it into their programs effectively.
GAMECHANGE will provide a 5-day intensive training program for youth workers, teaching them how to design, implement, and facilitate educational board games. This training will cover game mechanics, storytelling, and impact-driven gamification to ensure that youth workers can use board games to engage, educate, and inspire young people. Additionally, a methodological handbook will be created, offering a step-by-step guide on how to use board games as a tool for non-formal education.
By equipping youth workers with these skills, the project will increase the quality and effectiveness of youth engagement activities. The handbook will serve as a long-term educational resource, ensuring that the knowledge gained through the project remains accessible to youth workers across Europe.

3. Foster Cross-Border Collaboration in Youth Work and Non-Formal Education
Youth engagement challenges are not unique to any one country; they are shared across Europe. Collaborative efforts between countries allow organizations to exchange best practices, share innovative methods, and learn from one another. However, many youth organizations lack opportunities to participate in international cooperation, limiting their exposure to new methodologies.
The GAMECHANGE project will strengthen cross-border collaboration by bringing together partners from Cyprus, Poland, and Romania. These organizations will work together through three transnational meetings, ongoing research, and shared activities. The project will encourage continuous knowledge exchange through online platforms, workshops, and structured discussions.
By fostering transnational cooperation, GAMECHANGE will help create stronger partnerships among European youth organizations. This collaboration will not only improve the project's impact but also lay the foundation for future joint initiatives in gamification and non-formal education.
4. Engage Young People from Marginalized Backgrounds in Meaningful Learning Experiences
Young people from rural areas, refugee backgrounds, or socio-economically disadvantaged communities often face barriers to education and civic engagement. Many feel disconnected from learning environments that do not reflect their realities or offer interactive experiences. As a result, they may struggle with low motivation, exclusion, and limited access to opportunities.
GAMECHANGE will actively engage young people from diverse backgrounds by implementing local testing sessions where they can try the board games and provide feedback. The game will be designed to be inclusive and accessible, ensuring that all young people, regardless of their background, can participate. In collaboration with local schools, youth centers, and community organizations, the project will provide opportunities for youth to develop social skills, teamwork, and critical thinking.
By the end of the project, young people will have participated in an engaging, hands-on learning experience that fosters personal growth, inclusion, and a sense of active citizenship. The project will encourage young people to see themselves as agents of change in their communities.
5. Create Open-Access Educational Resources for Youth Organizations Across Europe
Many NGOs and youth organizations, especially smaller ones, lack the funding or resources to develop innovative educational materials. As a result, valuable non-formal education tools, such as gamification, remain underutilized in many communities.
To address this, GAMECHANGE will create a set of freely available educational resources, including a methodological handbook, a fully developed board game, and a digital resource hub. These resources will be shared on open-access platforms, ensuring that they can be adopted, adapted, and implemented by organizations across Europe.
By making these materials widely available, the project will maximize its impact beyond the initial target groups. Even after the project ends, youth workers, educators, and NGOs will continue to benefit from the resources, expanding the reach of game-based education.

6. Evaluate the Project's Impact and Ensure Long-Term Sustainability
Many projects focus on short-term goals but fail to assess their long-term impact. Without proper evaluation and sustainability planning, project outcomes often fade away after funding ends. To prevent this, GAMECHANGE will include a structured impact evaluation process to measure the project's effectiveness and plan for future sustainability.
A Final Transnational Meeting will bring all partners together to evaluate the project's successes, challenges, and lessons learned. This meeting will result in a comprehensive impact report, summarizing the key findings and offering recommendations for integrating board game methodologies into long-term youth work strategies.
Additionally, the project will develop a sustainability plan, outlining how partners will continue using the board game and methodology in their programs. This will ensure that the project's impact extends beyond its official duration, creating a lasting legacy in youth work and education.
Summary of the Project Objectives
- Develop & test an innovative board game for youth engagement and inclusion.
- Equip youth workers with skills in gamification and interactive learning.
- Foster transnational collaboration in non-formal education.
- Engage marginalized youth in meaningful learning experiences.
- Create open-access educational resources for widespread impact.
- Evaluate and ensure long-term sustainability of the project results.

Updated Project Products
- GAMECHANGE Board Game – An educational tool promoting youth engagement and inclusion.
- GAMECHANGE Handbook – A practical guide for youth workers on gamification methods.
- Training Module for Youth Workers – A structured curriculum for board game-based learning.
- Online Resource Hub – A digital webpage with open-access educational materials.
- Final Impact Report – A comprehensive evaluation of the project's effectiveness and sustainability.

Conclusion
GAMECHANGE is a unique and innovative project that will enhance non-formal education, promote inclusion, and empower youth workers. By integrating board games into youth work, we bridge the gap between education and engagement, making learning fun, accessible, and impactful for young people across Europe.