Core Work Packages

Core Work Packages

  • 1st Core Work Package: FELLOWSHIP Games Research Preparatory Activities

Work Package 2 of the “FELLOWSHIP” project focuses on two key activities: developing a “Database and e-handbook” and creating an “Outdoor Games Guide” to promote Emotional Intelligence (EQ). Led by P5 Association QARQUOIS and co-led by P6 AIM, this package aims to establish a strong theoretical foundation for the project. The main objective is to collect data from youth and youth workers to understand their views on game-based learning and emotional intelligence. This data will inform the creation of two resources: the “Database and e-handbook” and the “Outdoor Games Guide,” providing insights and practical tools for enhancing emotional intelligence skills among young people. The key results will be the development of these resources, providing a basis for further project activities. Qualitative and quantitative indicators will be used to measure the achievement of objectives and the quality of results. Tasks within the package are divided among project partners, covering research methodology, data collection, analysis, translation, and dissemination for the “Database and e-handbook.” For the “Outdoor Games Guide,” tasks include needs assessment, planning, content development, translation, and dissemination. Overall, Work Package 2 lays the groundwork for empowering young people through enhanced emotional intelligence skills.

 

Click to Download: WP-1

  • 2nd Core Work Package: FELLOWSHIP Games on Emotional Intelligence Improvement

Work Package 3 focuses on creating two serious games to enhance emotional intelligence skills for youth workers. Led by EIfI-Tech and co-led by Fifty-Fifty, this package aims to empower youth workers with innovative tools for training young people. The objective is to design engaging games that youth workers can use to improve emotional intelligence skills among young people. These games leverage the effectiveness of game-based learning, offering interactive and enjoyable learning experiences. The main outcomes include a “Board Game on Improvement of Emotional Intelligence” and a “Digital/Serious Game on Conversation Flashcards.” These games aim to enhance decision-making, soft skills, and empathy among players. To measure success, qualitative indicators will assess engagement and effectiveness, while quantitative indicators will track usage and dissemination metrics. Tasks are divided among partners, with EIfI-Tech leading the development of the “Board Game” and Fifty-Fifty handling the “Digital/Serious Game.” In summary, Work Package 3 contributes to the project by providing impactful and innovative tools for youth empowerment and emotional intelligence development.

 

Click to Download: WP-2

  • 3rd Core Work Package: FELLOWSHIP Learning & Training Labs

Work Package 4 of Project FELLOWSHIP aims to train youth workers and youth in emotional intelligence skills using developed games. Led by NGO NEST BERLIN and AIM, it aims to enhance effectiveness and broaden knowledge through interactive learning. Activities bring participants from four European countries to elevate skills and understanding. Results include two Learning & Training Labs: one for youth workers and another involving both youth workers and youth. These labs aim to improve skills and foster behavioural changes. To measure success, qualitative indicators assess skills improvement and motivation, while quantitative indicators track participation and engagement. Tasks are divided among partners, with lead organizations responsible for program development, participant selection, logistics, implementation, and evaluation. In summary, Work Package 4 plays a crucial role in enhancing the capacity of youth workers and youth, contributing to the project’s overarching objectives.

 

Click to Download: WP-3

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