App Gymkhana

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.

The development of “Gymkhana 5.0: educational game” will be carried out in four phases (2 activities):

O1A1. Documentation. This first phase will be dedicated to the search for content concerning the cultural / artistic heritage present in each city involved in the project and where it will be implemented. To do this, we will carry out an analysis to identify and deepen the study of at least seven heritage spaces where the tour will take place. Each of the organizations that make up the consortium will identify these 7 spaces on the tour and collect content and training information regarding the heritage of each of the selected spaces. The selection of places of interest will be made through precise criteria with particular attention to each of the architectural obstacles that could be encountered (curbs, slopes, sidewalk status, etc.) in order to guarantee accessibility for young people with disabilities.

O1A2.1. Design
In this phase, the specialists in the development of gamification techniques of the ASPAYM CYL FOUNDATION organization will design the APP that will contain all the information obtained during the research phase. The APP will be the digital support of the educational game which, based on the gamification process, will include each of the itinerant itineraries established in each of the cities where the project will initially be implemented.

01A2.2. Analysis.
The educational game (methodology developed through a mobile application) will be tested before its final version in each of the 5 cities of origin of the entities that make up this strategic partnership with at least 25 young people from the agreed target group.
During this phase the moment of evaluation will be important. A document is provided for young workers, as well as for each of the participants, where the learning processes and reactions and reactions to the educational game will be assessed.

O1A2.3. Harmonization and completion of the educational game.
ASPAYM CYL will proceed with the harmonization of the intellectual product, making the necessary changes after the evaluation and the comments received during the trial period with the aim of
improve the educational game. All developed content will be available in five languages ​​(Portuguese, Italian, Greek, Spanish and English).