The main objective of the “Gymkhana 5.0: Cultural Heritage for Youth” project is the development of a new game through which participants will be involved in an educational process based on gamification. This innovative educational game will be developed through an accessible mobile application (APP) which will be called “Gymkhana 5.0: educational game”. The aim is to generate a specific methodological tool thanks to the use of the gamification process in order to facilitate, increase and deepen the knowledge of the European heritage and cultural education by young people and in order to promote their learning and facilitate the their access, in particular young people with fewer opportunities (refugees and migrants, people with disabilities, young people with social and economic obstacles, etc.), ensuring their accessibility.
This innovative method, created through European transnational and intersectoral cooperation, will integrate the skills and knowledge of our European cultural heritage and motivate young people to get to know it. In addition, the APP will be a new tool for young workers, trainers and professionals who work in the field of both youth and the discovery of cultural heritage.