On December 17, 2022, a large-scale closing conference of the “AGATE – A Gamified Approach to Youth Entrepreneurship Education” project took place in Yerevan. Organized by Dilijan Youth Cooperation Center (YCCD) NGO, it gathered together more than 50 representatives of different civil society organizations, young people, youth workers and relevant stakeholders who participated in various stages of the project.
The conference started with the presentation of the results of the AGATE project delivered by Arthur Ghazaryan, the president of YCCD. The participants of the project and the organizers had the opportunity to share their experience, talk about the impact the project created in the local and international context. During the conference, speakers from Armenia and Portugal introduced their experience with gamification in the field of education and talked about entrepreneurial training of young people through games in Armenia and in the EU.
The conference was also an exciting moment for all, since everyone had a chance to learn about the four educational board games fostering entrepreneurship which were designed and published in frames of the project. Moreover, the attendees participated in 3 parallel workshops discussing different aspects of integrating gamified approach into entrepreneurial training of young people within formal and non-formal education systems of Armenia.
Guided by professional facilitators, opportunities and challenges of using game technologies in education were also discussed by the participants. By the end of the workshops, participants presented number of recommendations on advancing gamification within entrepreneurial education addressing various stakeholders.
Supported by the Erasmus+ programme of the European Union, “AGATE – A Gamified Approach to Youth Entrepreneurship Education” project was implemented Youth Cooperation Centre of Dilijan NGO (Armenia) in the partnership with Society for Innovative Business Support (Belarus), NGO Youth Progress (Estonia) and Experimentáculo Associação Cultural (Portugal). It aimed at developing entrepreneurial skills and strengthening capacity of young people by promoting a gamified approach to education.
Within 2 years of its implementation, an international training course for youth workers on youth entrepreneurship education and games was organized and 4 board games on youth entrepreneurship were developed and tested with youth workers and young people.