Intellectual Outputs

Intellectual Outputs

IO1 –  The Path of Dreams Game:  The main focus of this board game is goal setting, and it’s used at an individual level as a tool to estimate time for different tasks. The Path of Dreams is a goal-setting game that supports and inspires the player to fulfill one (and why not more) of their dreams. The game is based on proven principles of goal-setting and coaching practices, as well as Eastern wisdom, and is created as an inspiring fairy tale – an interactive game. It contains a Dashboard of Dreams, Dream Cards and Linking to Authentic Motivation, an Inventory of Resources Available, and Maps – Steps that invite you to take one step towards your dream every week. The kit also includes: A Guide (instructions and golden rules of fulfillment), A Tale of Purpose, with many secrets for achieving goals and a dream talisman for the player to carry with themselves for motivation and strength. The game consists of the following elements: – Dream Dashboard – to track the path to the dream – A guide on how to use the game which is mostly visual – Dream Vision Card – a place for the player to write how they’ll feel when they accomplish the game and what will that give them (card is placed on the dashboard) – Goal card – a card to write what your goal is (placed on the dashboard) – A set of cards for every step towards the goal taken (placed on the dashboard once a step is taken). When the player takes 3 steps, they becomes a rookie. When they take 6 steps, they become an apprentice. With 9 steps – a master. – Map The Way Towards Your Dream – a simple guide for goal setting and execution to help the player define what is a step and how to plan their journey towards the goal – Dream Card – a business card with an inspirational quote for the player to carry around for motivation until they realize their goal. Having a physical object to remind them of their goal serves as a constant reminder that one can achieve their goals however big they are.
 
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IO2 –  The Online Communicator Game:  The name of this game is THE ONLINE COMMUNICATOR COVID-19 changed the workplace and the way communication and collaboration happens. However the partnership observes lack of skills in young people, especially those coming from disadvantaged socio-economic background to communicate properly in a digital environment. The game provide series of prompt and scenarios to develop understanding, questioning and self-expression skills in a wide array of digital scenarios – email, online meetings, task tracking. The aim of the game is to develop communication and assertiveness skills in the digital environment and prepare the target audience for work in a mostly digital setting. The prompts and scenarios will allow user to make decision, choose communication strategies, develop messages, understand messages and deal with miss-communication and misunderstanding
 
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IO3 –  Videos for Assertive Communication and Goal Setting:  The project partnership acknowledges that some users may not be entirely certain as to why the skills the games teach might be important. The videos we will create will be used as a complementary tool for education. They will build upon the experiential learning of the games with supporting visual elements and will be accessible to a huge audience due to them being subtitled at least in all the languages of the partnering organizations, making the games and the skills they teach easily accessible. We have chosen videos instead of booklets because videos offer an audiovisual stimulation which is more effective at relaying information. Young people nowadays are used to more audiovisual material than written ones and are far more likely to be compelled to watch a quick video than than to read a manual or booklet. Instead of fighting this trend, the partnership recognizes its permanence in today’s culture and will instead utilize it for the purposes of increased engagement. The videos, apart from being educating, will also be inspiring, showing young people that these skills are completely attainable. This will, in the end, strengthen the impact of the project and will increase the effectiveness of the games as non-formal educational tools. The videos will focus more on universal concepts that are easy to understand in various languages without the use of language that is too complex, ensuring that they’ll be accessible for youth with different levels of language acquisition.
 
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IO4-  Train the Trainers Pack for The Path of Dreams Game:  The train the trainers pack has 2 main elements: 1. A guide for youth workers and NGOs how to use the game as a teaching tool and monitor the process of gaming, including a set of rules and suggestions on how the game could be modified if needed, which ensures versatility. 2. Suggestions for 3 60-minute workshops, based on the game and the audience’s interaction with it. The aim of the workshops is to make sure players get help and have the opportunity to ask questions and share their results with peers. The Path of Dreams is our single-player game, it can, however have workshops developed around it with many young people from the target group, meaning that it’s versatile and adaptable and can be catered both to individuals and to groups. The innovation comes again from the elements of the game – engaging gameplay, introspective examination and meaningful conversations, as well as easily manageable groups of players since the games can be played both with just a single player and with larger groups of players, everyone playing for themselves. In addition both games and the train the trainers pack are easy to use and the games are suitable for young people who have not had extensive educational and academic background. The train the trainers pack will allow youth workers to demonstrate to the target audience that they are socially respected and they can improve their communication skills even when they don’t have a great language proficiency. We all know that youth workers and NGOs are mostly the main point of contact with the target audience, thus they can reach them, inform them about the game, teach them how to play it and support them. Such work will impact the most vulnerable from the target audience who might need a safe place to go through the process and start making their first steps. We believe the impact of the train the trainers pack will be great as it will ensure that youth workers support groups of the target audience to go through the entire process and gain results from it.
 
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