Why Games in Youth Work?
Games have long been used as a mechanism for engaging, motivating and encouraging collaboration and interaction in a youth work context. From energisers and icebreakers like Fuzzball and Pool, Scrabble and Draughts, to more purposeful games such as the Game of Life and the Trading Game, games are used to serve different purposes in a youth work context. They can be used to get young people ‘in the door’, to occupy and entertain them, to reward them and perhaps to control behaviour.
Games can also be used to develop and value particular skills and knowledge, whether technical, social, emotional, personal or creative (think about Scrabble, Trivial Pursuit, Lego and Pictionary). Under the guidance of a youth worker, games can become the basis upon which relationships are built, issues discussed, emotions discovered, expressed and acted upon. They can provide a space in which young people are exposed to simulated experiences of injustice and oppression. They can help build awareness, empathy, understanding and provide the impetus to act and to contribute to changing their global world.
Connecting with Global Youth Work and Development Education
The aim of this toolkit is to provide youth workers with an understanding of games and practical guidance on how to use games in a considered way within their practice. It was developed as part of the ‘Games in Youth Work: Engaging Young People in Development Education’ project. This project sought to engage young people with climate action and Development Education using games.
This toolkit includes ideas, guidance, practical tips, templates and resources for youth workers who want to include gamification in their regular youth work, use existing on and off-line games as tools for youth work and even take things a step further in designing games with young people in a youth work context. While it has a particular focus on the use of games for Development Education in youth work, it can easily be adapted to all types of youth work.
What practitioners are saying about Games in Youth Work
Games are symbolic of many different things – values, courage, risk taking…getting it wrong.
One thing about the skills of the designer … they will bake their values into the game.
There needs to be a flow between the experience of the game, the reflection, exploration, leading to the core learning and action…
I love the idea of hosting conversations in games.
Through the game they experienced the ‘sharp-end’, even momentarily, and began to see some people have to live with this all the time…
Games are a safe space to share experiences, they offer a space for thinking…creative thinking.
A good game is simple, clear, straight, creates a reflective experience, is inclusive, everybody can get it. It supports deep learning and bypasses the rational.
Development Education and youth work practitioners in discussion about using games in their practice, unpublished research, Paul Keating, LIT