The Work Plan


The project is designed to generate the adults’ gamification and change process and to empower the adults to document and share those experiences:

  • Establishing among all players a strong sense of gamification and establishing a mutual language deconstructing traditional educational and project language
  • Identifying and operationalizing the most powerful gamification resources for hard-to-reach-adults
  • Creating gamification readiness among the project’s facilitators, mentors and “allied”
  • Involving the groups of hard-to-reach-adults in two in-depths gamification processes closely linked to taking action and bringing about change in the community
  • Assisting the adults in driving the final outcomes to share with adult educators across Europe
  • Feeding into a European research activity on gamification for inclusion and empowerment

The nature of the project and its mission goes against designing a complicated progression plan, whereas it advocates simple horizontal planning to allow in-depths immersion and exploration.

It makes little sense to reach large numbers of adults, if the reaching doesn’t work.

The project’s work program is therefore organized in two worlds and six levels:

World 1

Getting in flow, getting fluent…

The first world deconstructs the traditional language of adult education and projects and helps the players get in flow with the spirit of gamification, including making the facilitators ready for the upcoming challenges.

The gamification resources are operationalized into practically useful guidelines.

Finally the adult teams are opening up the gaming by engaging in limited, stepwise and scaffolding missions in the community (each lasting from a few days to a few weeks), preparing small eco-systems of alliances to prepare for the upcoming epic missions in the second world.

Level 1 – Project gamified

Establishing among all players a strong sense of gamification and establishing a mutual language deconstructing traditional educational and project language
PM 1 in France + Community gamification workshop

Level 2 – Gamification operationalized

Identifying and operationalizing the most powerful gamification resources for hard-to-reach-adults
Creating gamification readiness among the project’s facilitators, mentors or “allied”
PM 2 in Romania + Community gamification workshop

Level 3 – Small stepstone missions

Involving the groups of hard-to-reach-adults in in-depths gamification processes closely linked to first step taking action and bringing about change in the community

Extensive time-out reflections

World 2

Bringing about change…

The second world will immerse the adults teams and their alliances into several months long and complicated real-life and real-time gaming, based on their needs and interests and placing the adult teams as drivers of change.

The immersive missions are labelled “epic”, as they will include long journeys of experience impacting the lives of the adults.
Having completed those missions, the adult teams will face yet another challenge: they will need to drive the documentation of their journeys and gaming in collaboration with project and community alliances.

The challenge includes expressing and presenting the experience in visual forms to make the documentation attractive to adult educators and NEET adults.
Finally the project will be responsible for communicating key lessons learned to European policy-makers and to European adult education and empowerment audiences.

Level 4 – Missions going epic!

Involving the groups of hard-to-reach-adults in two in-depths gamification processes closely linked to taking action and bringing about change in the community
Extensive time-out reflections in the gaming alliance
PM 3 in Italia + Community gamification workshop

Level 5 – Driving the documentation

Assisting the adults in driving the final outcomes to share with adult educators across Europe:
Gamification for overcoming dead-end life and work situations – inspiration scenarios for adult educators and mentors
PM 4 in Finland + Community gamification workshop

Level 6 – Final outcomes – mission completed!

Key outcomes produced