Project Number 613626-EPP-1-2019-1-RO-SPO-SCP

SPORTIFICATION

Using Gamification in Physical Activities and Sport Activities

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About the project

In Europe today, 6 of the 7 biggest risk factors for premature death – blood pressure, cholesterol, body mass index, inadequate intake of fruit, obesity and being overweight - are rising across Europe. The European Commission advocates an integrated approach to address these problems, involving stakeholders at local, regional, national and European levels.

The project is aimed at increasing, promoting and encouraging participation of young people across the EU in sports and PA activities.

key points

INTELLECTUAL OUTPUTS

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PROJECT MANAGEMENT

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CAPACITY BUILDING

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IMPACT & DISSEMINATION

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TRAINING COURSES

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COMMUNICATION

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What is gamification

Gamification is the use of game design and mechanics to enhance non-game contexts by increasing participation, engagement, loyalty and competition. These methods can include points, leaderboards, direct competitions and stickers or badges, and can be found in industries as varied as personal healthcare, retail, education and sports.

Gamification in sports

Gamification in sports can be effectively applied in a multitude of ways. From amateur athletes to sports fans, we’re seeing major growth in the forms that gamification can be used to engage and educate an individual. Sports are in their nature, first of all - games. By taking part in a large variety of games through gamification methods, participants can acquire a great set of skills and competences while using healthy and fun practices.

PARTNERS

These are our trusted partners. Be sure to check out each one of them!

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Center of Strategies for Youth Development

CSYD is an organization that is actively involved in project development and implementation in the local, national and international non-formal education sphere, that directly aims at personal and professional youth development.

CSDT has the main goal of developing and implementing youth strategies under the form of projects that target youth personal and professional development through their active involvement in the educational process.

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Regional Volunteer Center

Regional Volunteer Center aims to help the people to understand the idea of volunteering, educate youth about alternative ways of spending spare time and helping the others.

Work Exchange Office for volunteers is the Centre's main activity. They help people to find a place where they can use their skills as volunteers. They also prepare new volunteers for such jobs by teaching them about basics of Polish law about volunteering, and about non-governmental organizations.

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Actyvus Juanimas

Active Youth Association (AY) is a for-purpose organisation working with youth and communities in need in Lithuania and across borders. We have extensive experience in non-formal education, as well as a range of other topics. Most important among which: migration, entrepreneurship, healthy lifestyle, human rights.

The projects AY takes on, as a rule, focus on demanding and sensitive issues (e.g. refugee integration in Lithuania). Hence, they look forward to challenges offered by the current project.

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TDM Portugal

Associação TDM Portugal (acronym TDMP) is a relatively new-born youth association, whose members are experienced in the NGO sector at a national and international level, entrepreneurship and mentoring.

Its main objective is to develop young adults on a personal, social and professional level using entrepreneurial skills, tools and mindset, allowing them to not only change their lives for the better but also have a significant impact in the surrounding environment.

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APICE

APICE is a national youth NGO for social development, aimed at promoting a common European culture, as well as improving the awareness, disseminating and promoting fundamental values of the European Union. APICE actively contributes and supports active youth participation, sustainable development, social dialogue and cooperation, by supporting initiatives and programs promoted by European Union and Council of Europe, in particular in the field of youth, education, human rights, sport, sustainability.

Intellectual outputs

Intellectual Output 1
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IO1 - STUDY ON THE NEEDS OF YOUNG PEOPLE IN PERIPHERIES AND THEIR SOCIO-ECONOMIC STATUS CONDITIONALITIES.

Study in 15 different communities located at periphery aimed to discuss with young people in order to know them better.

Intellectual Output 2

IO2 - RESEARCH ON GAMIFICATION IMPACT ON SPORTS AND PA.

Output focusing on identifying the most suitable gamification approaches that can be employed in participation of young people in sports and PA activities.

Intellectual Output 3

IO3 - YOUTHACTIVATED GAMIFIED WEBSITE AND APP FOR PA.

A website as a gamified tool to combine the interactivity of games and the science of motivation to boost young people’s physical activity levels.

Intellectual Output 4

IO4 - ONLINE TEST FOR YOUNG PEOPLE AIMED AT EVALUATING THE SPORTS AND PA LEVELS OF ENGAGEMENT.

Online test in the form of a questionnaire using the Likert scale with values from 1 to 10.

Intellectual Output 5

IO5 - MANUAL FOR GAMIFICATION METHODS IN PA.

A manual with 5 chapters built on the principle of using gamification to encourage physical and sport activity.

Contact Me

Thank you for visiting us! We are always helpful and available. We welcome you with any questions you might have and we are always happy to provide you with any other information needed!

  • +40 751 221 926
  • programe.csdt@outlook.com
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DISCLAIMER

The project “SPORTIFICATION - USING GAMIFICATION IN PHYSICAL ACTIVITIES AND SPORT ACTIVITIES” (project number 613626-EPP-1-2019-1-RO-SPO-SCP) is being funded by the European Comission’s Erasmus+ Programme.

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The information and views set out in this website are those of the author(s) and do not necessarily reflect the official opinion of the European Commission. Neither the European Commission institutions and bodies nor any person acting on their behalf may be held responsible for the use which may be made of the information contained therein. Responsibility for the information and views expressed in this website lies entirely with the author(s).

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