An online learning page for youth empowerment, civic engagement, digital responsibility, and equality
As part of the Erasmus+ project “Fostering Youth Participation and Social Justice”, project number 2024-3-DE04-KA154-YOU-000271505, the project partners created a new interactive digital educational game entitled:
“Game of Youth Empowerment Journey”
The game is available through a dedicated digital webpage and was developed as an accessible and engaging learning resource for young people, youth workers, trainers, educators, volunteers, and organisations working in the youth field.
Its purpose is to help young people strengthen their knowledge and competencies in civic engagement, leadership, digital literacy, social inclusion, equality, human rights, and responsible citizenship.
Rather than presenting these subjects only through theoretical information, the digital game allows users to learn by making decisions in realistic situations.
What is the digital game?
The “Game of Youth Empowerment Journey” is an interactive online learning activity that can be accessed directly through an internet browser.
Users do not need a physical game board, printed cards, or special equipment. They simply open the digital page and begin the learning journey.
The game contains 20 case studies inspired by situations that young people may encounter in real life. Each case study presents a challenge or question connected to responsible citizenship, leadership, participation, equality, inclusion, digital behaviour, or human rights.
For every situation, the player is offered four possible answers.
The player must choose the response that best demonstrates responsible behaviour, democratic values, social awareness, and leadership.
When the correct answer is selected, the player moves forward to the next digital page and continues the journey.
When an incorrect answer is selected, the player is invited to try again until the most appropriate response is identified.
This structure makes the learning process active, participatory, and motivating.
Learning through real-life situations
The digital game was designed around case-based learning.
Instead of memorising definitions, players are asked to think about practical situations, evaluate different options, and decide what action would be most responsible and fair.
The scenarios encourage young people to reflect on questions such as:
- How should a responsible citizen respond to discrimination?
- What can a young person do when someone is excluded?
- How can young people participate in their communities?
- How should digital tools and social media be used responsibly?
- What does good leadership look like?
- How can people promote equality and respect?
- How should human rights be defended?
- How can young people react to stereotypes, prejudice, or hate speech?
- What actions can create positive social change?
Through these situations, the game connects project themes with decisions that young people may need to make in their daily lives.
A digital journey of youth empowerment
The game is structured as a journey in which players gradually advance through a series of challenges.
Each correct answer allows them to move to the next stage. In this way, progress through the digital pages represents the development of knowledge, awareness, and responsible decision-making.
The journey is built around three central areas:
Building Leaders
The game encourages young people to develop leadership qualities such as responsibility, initiative, empathy, cooperation, communication, and respect for others.
Players learn that leadership is not only connected to holding an official position. Leadership can also mean listening to others, supporting a group, defending fairness, proposing solutions, and taking action in the community.
Navigating the Digital World
The game supports responsible and informed participation in digital environments.
Young people are encouraged to think critically about online communication, information, social media behaviour, digital safety, and the social impact of technology.
The digital format also demonstrates how technology can be used for education, youth participation, awareness-raising, and positive social change.
Promoting Equality
The game invites players to recognise discrimination, exclusion, stereotypes, and unequal treatment.
It promotes respect for diversity and encourages young people to support equal opportunities for everyone, including people with disabilities and young people with fewer opportunities.
The scenarios help users understand that equality and inclusion require both awareness and concrete action.
Main learning objectives
The interactive digital game aims to help young people:
- understand the meaning of active citizenship;
- develop civic and democratic competencies;
- improve their leadership and decision-making skills;
- recognise discrimination, inequality, and social exclusion;
- promote human rights and social justice;
- navigate digital environments responsibly;
- develop empathy and respect for diversity;
- reflect on the consequences of their choices;
- become more confident in addressing community challenges;
- understand how individual actions can contribute to positive social change.
The game also supports the development of important transversal competencies, including critical thinking, problem-solving, communication, cooperation, digital literacy, initiative, and social responsibility.
An interactive and accessible learning method
One of the main advantages of the game is its simple and accessible digital format.
The online page can be used by individual players or incorporated into group activities facilitated by youth workers, teachers, trainers, or volunteers.
The game can be accessed from a computer, laptop, tablet, or smartphone with an internet connection.
Its multiple-choice structure makes it easy to understand, while the case studies encourage deeper reflection and discussion.
The immediate response system also helps users learn from their mistakes. When an answer is not correct, the player is not removed from the activity. Instead, they are encouraged to reconsider the situation and try again.
This creates a supportive learning environment where mistakes become part of the educational process.
How the digital game can be used
The “Game of Youth Empowerment Journey” can be used in many educational and youth work settings, including:
- youth workshops;
- Erasmus+ activities;
- training courses;
- civic education sessions;
- human rights education;
- school lessons;
- volunteer meetings;
- youth centre activities;
- social inclusion programmes;
- digital literacy workshops;
- community events;
- online learning sessions.
Youth workers and educators can use the game as an introduction to a topic, as a central learning activity, or as a tool for evaluation and reflection.
After each case study, facilitators can invite participants to explain why they selected a particular answer and discuss how the situation might appear in real life.
This can turn the digital game into a wider group-learning experience.
Created through European cooperation
The game was developed within the cooperation between project partners from Germany, Romania, Türkiye, and Hungary.
The partner organisations contributed their experience in youth participation, civic education, leadership, digital learning, social inclusion, equality, disability rights, and human rights education.
The game reflects the main themes addressed throughout the project’s international workshops:
- Civic Engagement and Community Leadership;
- Digital Transformation and Innovation;
- Social Inclusion and Equality;
- Human Rights and Social Justice.
The ideas and experiences shared by young participants during the project contributed to shaping the content and educational direction of the game.
This collaborative process ensured that the digital resource addresses real issues and situations that are relevant to young people.
Young people as active participants
Young people were placed at the centre of the learning process.
The digital game does not simply provide information. It asks users to analyse situations, compare possible responses, and make decisions.
This approach reflects one of the main principles of the project: young people should be active participants in learning and community life, not passive recipients of information.
By completing the 20 case studies, users practise making choices connected to citizenship, leadership, equality, and social responsibility.
The game encourages them to transfer these lessons from the digital page into their schools, organisations, communities, and online interactions.
A sustainable result of the project
The digital game is an important sustainable result of the Erasmus+ project.
Because it is available online, it can continue to be used after the international workshops and mobility activities have ended.
The resource can reach young people who did not participate directly in the project and can be shared with schools, youth organisations, NGOs, educators, trainers, and community institutions.
The project partners can also integrate the game into future activities and training programmes.
In this way, the project’s educational impact continues and expands beyond the original group of participants.
SKILLHUB INCLUSIVITY promotes the digital game
As the Romanian partner, SKILLHUB INCLUSIVITY is proud to contribute to the promotion and use of this digital educational resource.
Our organisation will share the game with young people, youth workers, educators, volunteers, NGOs, and institutions interested in human rights, inclusion, civic engagement, and social justice.
We will also encourage its use in workshops and community activities, particularly those involving young people with disabilities, special needs, or fewer opportunities.
The accessible digital format makes the game a useful resource for encouraging participation and discussion in different learning contexts.
From the digital page to real community action
The digital game is not only intended to test knowledge.
Its wider purpose is to motivate young people to think about how their decisions affect other people and how they can contribute to fairer and more inclusive communities.
Each case study invites the player to choose between different possible actions. These digital choices are connected to real-life responsibilities.
The lessons learned through the game can inspire young people to:
- challenge discrimination;
- support excluded peers;
- use social media responsibly;
- participate in volunteering;
- communicate with decision-makers;
- organise youth-led activities;
- promote equal opportunities;
- defend human rights;
- contribute to community solutions.
The game therefore connects digital learning with practical civic action.
Play the Game of Youth Empowerment Journey
Young people, youth workers, educators, and organisations are invited to explore the digital game and complete all 20 case studies.
Every page offers a new opportunity to reflect, learn, and make a responsible decision.
The journey demonstrates that active citizenship begins with awareness, but it becomes meaningful through action.
By building leadership skills, navigating the digital world responsibly, and promoting equality, young people can contribute to positive and sustainable change in their communities.
Digital game title: Game of Youth Empowerment Journey
Project title: Fostering Youth Participation and Social Justice
Project number: 2024-3-DE04-KA154-YOU-000271505
Format: Interactive online educational game
Number of case studies: 20
Main themes: Youth empowerment, civic engagement, leadership, digital literacy, social inclusion, equality, human rights, and social justice
Project coordinator: Phoenix Knowledge Wings gGmbH, Germany
Romanian partner: SKILLHUB INCLUSIVITY
Partner countries: Germany, Romania, Türkiye, and Hungary
Access the digital game:
https://erfeyconsultancy.com/game/
Funded by the European Union. The views and opinions expressed are, however, those of the authors 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.