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YOUTH WORK 2.0.
Ivana Fišić
Created on June 14, 2022
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Transcript
YOUTH WORK 2.0
ACTIVITIES AND TOOLS
start
Content
Introduction
About the program
Activities
Tools
https://tinyurl.com/youthworkwebsite
Introduction
"Youth Work 2.0" training course took place in Bergolo, Italy, in from 12 to 19 May 2022 + 20 May as travel day. It brought together 30 participants aged 20+ from Croatia, Italy, Spain, Bulgaria, Greece, Portugal, North Macedonia. The aim of this training course was to equip youth workers with basic competences needed to facilitate the learning process of groups with the addition of gamification elements. Youth workers were empowered in putting them immediately in practice within a frameworks and space where to create high-quality educational games that address social inclusion among youth. During the main activity, participants had the opportunity to gain skills and knowledge in building and leading the learning process of groups while using educational games and gamification elements
About the program
The whole program was developped as a gamified experience with map, challenges, upgrades etc... It consisted in: Day 1: Welcome, Programme and group introduction Day 2: Learning in non-formal context, what is gamification and how can I use it in my work? Day 3: Getting into gamification, exchanging tools, practices and techniques Day 4: Cultural learning, educational games, design thinking exercises Day 5: Ideas design and sharing, group dynamics Day 6: Submerging into gamification L.A.R.P. time Day 7: Putting in practice what learnt, testing phase, workshops time Day 8: Closing of the project, planning of the 3rd phase Day 9: Departure Day
Activities
THE MACHINE (WITH CHAIRS) Team Building
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KATAPUNCHIMPÚN Energizer
Purpose: to achieve coordination, to warm up, to have fun. Number of people involved: 20 The process: in a circle, one person is in the middle of it, and when he/she points to somebody saying “Katapunchimpun!!”, that person has to go down quickly and the 2 persons close to him/her have to point each other ASAP saying “KATAPUNCHIMPÚN!!!”, the first one to do it wins. Reflection: you lose if you don't go down fast or you say “Katapunchimpun!” or if in the duel you are the slower, you don’t say “Katapunchimpún!” or you go down. How was the process and how do you feel during it and now? What could be improved? Implemented by: Fernando Lorda Gomez
JOINT MOBILITY Energizer
Purpose: to warm up the body, to stretch the body, to make the peolpe more aware of their body, to relieve stress, to have fun. Number of people involved: 20 The Process: in a circle we start moving the joints from the bottom to the top, making circles in both directions and with both ankles, knees, hips, after the back turning the arms in both sides, first with the feet static and later twisting them, finishing with jumping a little in order to remove the tension from our body. Rounds: one round of about 2 minutes. Reflection: the facilitator gives instructions and also does the task acording to the age and fitness level of the participants. How was the process and how do you feel during it and now? What could be improved? Implemented by: Fernando Lorda Gomez
Bond, Toaster, washing machine
Energizer
Purpose: increase energy level, stimulate body mind coordination Number of people involved: 20 The process: form a circle with one person in the middle who will be telling the others all the commands. The commands are part of the rules. The facilitator describes the following commands:
- JAMES BOND
- TOASTER
- WASHING MACHINE
SITTING COORDINATION WHEEL Energizer
Purpose: to warm up, to improve the coordination, to have fun. Number of people involved: 20 The process: sitting in a close circle on the floor knee-to-knee with the right hand over the left knee of the person sitting on our right and the left hand over the right knee of the person sitting on our left, we starting clapping the knee and all the people have to do it in the right order. Reflection: we could make 2 groups in order to make it easier or we could clap 2 times to change the direction in order to make it more difficult, also we could clap with the fist to skip one turn. How was the process and how do you feel during and now? What could be improved? Implemented by: Fernando Lorda Gomez
APPLE, ORANGE AND BANANA! Energizer
Purpose: increase energy level, stimulate body mind coordination Number of people involved: 20 The process: form a circle with people where each member must put their hands on the shoulders of the person in front. The facilitator describe the following commands:
- APPLE- means everybody jumps forward at the same time (don' t break the circle)
- ORANGE- means everybody jumps backwards
- BANANA- means everybody jumps back turning 180 degree so they will put their hands over the shoulders of the person behind. (The facilitator tells them to turn left or right just to create a pattern and people don't get confused when doing the movement.
- Easy mode: the facilitator will be giving commands in slow pace (ex. Apple!... Orange!... Apple!...) with few seconds between commands.
- Moderate mode: facilitator will combine 2 commands (ex. Apple- orange!...Banana-apple!...
- Insane mode: facilitator will combine three or more commands.
MISSION IMPOSSIBLE Team Building
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Implemented by: Marijana Asprovska
GARTIC PHONE Energizer
Purpose: get the mind thinking fast, end-of-day activity to get energised and have fun. Number of people involved: 20 The process: with a mobile phone or a computer we go to the application "https://garticphone.com/". A window will pop up, after that put your nickname, when all participants are in, you choose the mode of the game. Rounds: we choose the normal one, which consists of writing something down and the partner has to draw it and the next one has to write it down, and so on until all the members of the group do so. The goal of the game is to make the first sentence look like the last one. Reflection: this game is ideal for relaxation when you are tired and it also serves to know how to organise your time. Implemented by: Nieves Ruiz Miro
MAZINGA Energizer
Purpose: to energize the participants, to warm up, to achieve coordination, to relieve stress, to build the team, to have fun. Number of people involved: 20 The process: in small circle looking to the center, one person has to extend his/her arms, shake his/her fingers and start to chant Maaaaaaaaa!!! The person close to him has to do the same alternatively until the wave arrive to the first one and all of them have to rise their arms to the sky and chant …ZINGA!!! at the same time. Rounds: any number until we could all be able to chant and move coordinately in the correct order. Reflection: we could change the direction and the world that we have to say, for example Beeeeer….Golo!!!! How was the process and how do you feel during it and now? What could be improved? Implemented by: Fernando Lorda Gomenz
BALL GAME Energizer
Purpose: increase energy level. Number of people involved: 20 The process: make a wide circle. The players hold the ball in their hands and pass it to any person in the circle. The ball needs to be added quickly, The player who dropped the ball is eliminated. The ball must be thrown well and the game must be fair. Reflection: participans give feedback for the activity, open sharing for the experiance. Implemented by: Shefket Abdullai
PALMS ON THE TABLE Energizer
Purpose: the increase of energy level, concentration improvement. Number of people involved: 20 The process: participants are divided into larger groups (approx. 10 people) so as to form a circle. Each participant places their palms on the table so that they intertwine with the palms of people on their right and left. (e.g. the right palm goes under your neighbouring participant's left palm, and the left palm goes above your neighbouring participant's right palm). The palm clapping occurs clockwise. If a person claps the table twice with either palm, the direction of the clapping changes. If a person claps the table with their fist, their neighbouring participants is skipped in that round (not allowed to clap) and needs to wait their turn again. Whenever a participant makes a wrong move, they need to remove the palm that made a mistake off the table. Participants who make two mistakes are eliminated from the game. The winner is the player who keeps their palms on the table until the end. Reflection: feedback for the activity. Implemented by: Ivana Fišić
TRAITS TRAIN Energizer
Purpose: increase awareness of participants' traits through sight and body language and energize the group. Number of people involved: 20, divided in 2 groups of 10. The process: both groups are asked to order themselves in a line facing each other. The facilitator chooses a trait and, as fast as they can without speaking, they should arrange themselves in the correct way. Whenever a team wants, it can declare that they’re finished and nobody else can move from the position they are in. Examples of traits: Height, weight, hair/skin color, age, shoes size, hand size… The team that makes less mistakes organizing themselves wins the round. In case of a tie, the team that stopped the game wins. Reflection: feedback for the activity. Impemented by: Pedro Silva
RUSTY TELEPHONE Energizer
Purpose: to raise energy to the highest level and have fun. Number of people involved: 20 The process: first of all, someone makes up a sentence in his/her mind. When he/she is ready, he/she says the sentence in the next player's ear but only once. The second player says whatever he/she has heard to the next player and the game is continuing this way. If someone doesn't hear something, it's ok, this is the point of the game .Just tranfer whatever you hear. The last player says out loud what he/she has heard. If you want to level up the difficulty of the game, you can use a speaker with music in the center of circle. Reflection: feedback for the activity. Implemented by: Sofia Mexidou
HI-HO-HA Energizer
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Implemented by: George Moulas
PIZZA GAME Energizer
Purpose: to raise energy, to get relexed. Number of people involved: 20 The process: the participants will form a circle, one behind the other, and place their hands on the shoulders of the person in front of them. The facilitator will tell the participants that they will have to "cook" a pizza on the back of the person in front of them. Knead the dough with the tip of your fingers, as if you were squeezing a really soft ball. Roll out the dough by making gentle rolling motions; make a fist and rub it down the back in straight lines. Smooth on some tomato paste gently with the palm of your hands. Sprinkle on cheese with the tip of your fingers. Chop the vegetables by making gently chopping motions over the back. Put the pizza in the oven by rubbing both palms together until they feel really warm and put them on your partner's back. After the pizza is ready, you can switch partners. Reflection: feedback for the activity. Implemented by: Marijana Asprovska
EGG DROP Team Building
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HOBBIES THEATRETeam Building/Problem Solving
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BALL PASSING Team Building
Purpose: increase energy level, stimulate body mind coordination. Number of people involved: 20 The process: stand in front of each other and pass the ball one by one! The facilitator describe the following commands:
- Don’t touch the ball with your hands.
- Don’t let the ball touch the ground.
HUNGER GAMESTeam Building/Problem Solving
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THE RAFT Team Building
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BLIND WALKING - TEAM WORKINGTeam Building
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WORKSHOP Energizer and Team Building
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FEEL YOUR BODY Personal Activity
Purpose: self awareness; connection with your body; control your body. Number of people involved: as many participants in team. The process: all participants walk, without talking, in the designated space. In the beginning they walk and think about their whole body. After 2 minutes the trainer makes them focuse on individual parts of their body, starting with the toes, passing through the feet, knees, pelvis, arms and head. Going through each part of his/her body, the participant moves it in a way that will help him/her release it from tension. An important point is not to neglect the different parts of the face: lips, cheeks, nose, ears and necessarily the tongue. Reflection: feedback after the activity. Implemented by: Petya Rusinova
EXPLORE YOURSELF Personal Activity
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Tools
Education
Feel
Formal
Non-formal
-Compulsory -Structured -Set learning goals -Graded results
-Voluntary -Structured -Individual path of the leader -Self-assessment / Reflection
Informal
-Accidental -From everyday life -Insights -Not structured
Competence =
Do
Feel
Feel
do & feel
do & feel
feel & watch
do & think
Skills + Knowledge + Attitude
feel & watch
Watch
Think
think & watch
Watch
think & watch
Lacking even one of the components, one can not reach their full potential.
Types of activites
Icebreakers - short games with a purpose to encourage interaction in the group, start a conversation and expression. Great at the beginning of the program, when participants only start to get to know eachother.
Problem solvers - complex activities that acquire high involvement of the group and each individual. their purpose is to tackle the specific topics and themes such as leadership, trust, efficiency, etc.
Do
Feel
Do
Feel
do & feel
do & feel
Energizers - dynamic games for animation, raising energy, focus and attention of the group. They are often engaging on a physical level. They are best for the beginning of work or after a break.
feel & watch
do & think
feel & watch
do & think
Teambuilding - activities, the purpose of which are to develop the group dynamics and increase it`s efficiency. During those types of activities the role of each individual in the context of the group becomes evident. One establishes oneself as a leader, worker or bystander.
Watch
Think
think & watch
Watch
Think
think & watch
State triangle
The three sides of the State triangle are equally important. The language you use in describing your situation affects your attitude towards it. "The worst" event can be improved just by the words that you use and become "not the best" or "educational" The physical condition of your body also influences your overall state. If you`re not well-rested, hydrated or healthy you are notwell-suited to achieve your goals in the situation you find yourself in. The other aspect you need to give attention to is your focus target. Every experience can be improved by shifting your focus on a different aspect of it.
STATE
BODY
LANGUAGE
FOCUS
- Anchoring - A personal routine you can make for yourself in order to get in the right state before your performance
Kolb cycle
Active experimentation
Experience
4 Stages of a learning cycle Kolb`s cycle of learning or, in other words, training stages, is a central principle of his experiential learning theory, typically expressed as four-stage cycle. Immediate or concrete experiences provide a basis for observations and reflections. These observations and reflections are assimilated into abstract concepts producing new implications for action which can be actively tested in tern of creating new experiences.
Do
Feel
Do
Feel
do & feel
do & feel
feel & watch
do & think
feel & watch
do & think
Watch
Think
think & watch
Watch
Think
think & watch
Observation
Abstract conceptualization
The Hero`s Journey
Status quo
Call to adventure
Return changed
The hero’s journey is a common narrative archetype, or story template, that involves a hero who goes on an adventure, learns a lesson, wins a victory with that newfound knowledge, and then returns home transformed. The hero’s journey can be boiled down to three essential stages: 1. The departure. The hero leaves the familiar world behind. 2. The initiation. The hero learns to navigate the unfamiliar world. 3. The return. The hero returns to the familiar world.
Supernational aid
Do
Feel
Do
Feel
do & feel
do & feel
KNOWN
Gets gift
UNKNOWN
Threshold
Beginning of transformation
feel & watch
do & think
The Hero`s Journey
feel & watch
do & think
Atonement
Helper
Watch
Think
think & watch
Watch
Think
think & watch
challenges
temptations
Transformation
Abyss Death & Rebirth
Johari window
ARENA / OPEN SPACE - what is known by the person about him/herself and is also known by others. Area of clear and direct communication. Example. Information about oneself skills and knowledge: a person is well skilled (or very bad at it) in negotiation, he/she is aware of it, and so it the group. FACADE / HIDDEN AREA - what the person knows about him/herself that others do not know. Information that are not revealed to other, for various reasons. The information we consider is information relevant for the group, not private information. Example. Information about skills and knowledge important for the group success but withhold by an individual: like information about physical limitations and sickness. BLIND SPOT / BLIND SELF - what is unknown by the person about him/herself but which others know. A person does not have access to the information, but the group has. Example. A person is great in resolving conflict situations but he/she is not aware of it. Or, a person autocratic leadership style is causing people to sign out from the projects, but he/she is not aware of it. UNKNOWN AREA / UNKNOWN SELF - what is unknown by the person about him/herself and is also unknown by others Example. Information and knowledge about other talents, fears, repulsiveness, and other possibilities that a person never questioned because he/she was never in a situation to do so.
KNOWN TO SELF
UNKNOWN TO SELF
KNOWN TO OTHERS
Arena
Do
Feel
Blind spot
Do
Feel
do & feel
do & feel
Feedback
feel & watch
do & think
Sharing
Experiment
feel & watch
do & think
UNKNOWN TO OTHERS
Unknown area
Facade
Watch
Think
think & watch
Watch
Think
think & watch
Circle of creativity
Reality check
Reality check: What tools/information do we have? What can we use? Where are we? What are our needs? Vision: What do we want to achieve with our project? Goal: What are the specific skills, knowledge and competences we want to improvewith our project? What is the overall aim? Plan: What actions are we going to take in order to achieve our goals? What arethe specifics? - timeframes, materials, spaces and participants.Action: Facilitation and implementation.Result: Evalustion and reflection
Do
Vision
Result
Do
Feel
do & feel
do & feel
+ celebration
feel
do & think
feel & watch
do & think
Action
Goal
Think
S.M.A.R.T
think & watch
Watch
Think
think & watch
Plan
Comfort zone model
Learning zone / LZ /
COMFORT ZONE / CZ /A psychological state where one feels comfortable, relaxed, stress-free in relation to the requirements of the surroundings and familiarity with the situation. In the comfort zone, one does things effortlessly or the things that have become a routine. STRETCH ZONE OR LEARNING ZONE / LZ / A psychological state where one feels challenged, uncertain, with increased stress, but not in a paralyzing level. This is the condition, in which people learn the most as it involves exposing yourself to new information and skills that expand the depth of your knowledge base and get you to experiment.
Do
Feel
Do
Feel
do & feel
do & feel
Comfort zone / CZ /
feel & watch
do & think
feel & watch
do & think
Watch
Think
think & watch
Watch
Think
think & watch
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Comfort zone model
PANIC ZONE / PZ / A psychological state created in connection to situations and circumstances that provokes high stress or panics. In panic zone people experience stress and failure instead of stretch and growth. Unrealistic attempts to grow exponentially, instead of incrementally, within a short time frame will only produce stress and failure. There is no learning in the panic zone.
Stages of Group development
/ Tuckman`s Model /
Forming
Do
Feel
Adjourning
Storming
feel & watch
Watch
Norming
Performing
The model was first popularized by Sugata Mitra - an Indian computer scientist and educational theorist.
Definition - the adaptation of a school spaceto facilitate Enquiry Based Learning. A teacher encourages their class to work as a community to answer questions and solve problems.
S.O.L.E.
RGANIZED
ELF
EARNING
NVIRONMENT
Basic guidelinesStudents need to form groups of about 4Students choose their own groups They can change groups at any time They can look to see what other groups are doing and take that information back to their own group They should be ready to present their answers back to the class at the end of the session
In Mitra`s initial experiment,a computer was placed in a kiosk in a wall in a slum at Kalkaji, Delhi and children were allowed to use it freely. The experiment aimed at proving that children could be taught by computers very easily without any formal training.