GSSLT
Gaming as a social skills learning tool
Completed
Gaming for Social Skills Development harnesses the potential of video games as an educational tool to improve young people’s social skills, self-esteem and self-confidence. The project aims to transform time spent playing video games into a meaningful learning experience by providing methods and tools that integrate gaming with personal development. This approach is based on collaboration between youth organisations, social enterprises, educational institutions and universities.

- Dates
- 1 June 2020 – 30 June 2022
- Programme
- Erasmus+
- Action
- KA205
- Grant reference
- 2020-1-NO02-KA205-001640
- Role of BACKSLASH
- Partner
- Coordinator
- Prios Kompetanse AS
- Total grant
- 187,875 €
- Strategic area
- Learning and methodological innovation
Gaming for Social Skills Development harnesses the potential of video games as an educational tool to improve young people’s social skills, self-esteem and self-confidence. The project aims to transform time spent playing video games into a meaningful learning experience by providing methods and tools that integrate gaming with personal development. This approach is based on collaboration between youth organisations, social enterprises, educational institutions and universities.
The project developed a set of mapping tools to assess the social skills and self-esteem of young people before and after participating in gaming-related activities. These tools were complemented by a comprehensive programme including six specific gaming activities designed to foster interaction, teamwork and self-confidence. In addition, the concept of the ‘E-Coach’ was developed, a new role dedicated to guiding young people in this process, accompanied by a training programme for these facilitators.
A methodological package has been created that brings together digital training tools, activities and modules, allowing organisations of different types to adapt these strategies to their needs. This project not only positions video games as an educational opportunity, but also redefines their use as a source of motivation and development, demonstrating their value as a resource in modern youth education.
Consortium
- Prios Kompetanse AS Norway
- KARABAGLAR KAYMAKAMLIGI Turkey
- JUMP - Gioventù in riSalto Italy
- WYZSZA SZKOLA EKONOMII I INNOWACJI Poland
- Backslash Spain
Funding and disclaimer
Co-funded by the European Union
Views and opinions expressed are those of the author(s) only and do not necessarily reflect those of the European Union or the granting authority. Neither the European Union nor the granting authority can be held responsible for them.
