In the world of youth education, the opportunities deriving from the digital world are many, also the European Commission encourages the use of
highly innovative tools in training and activities to be carried out with young people. Likewise, contemporary societies of the most economically
advanced countries seem to invest more attention in the learning processes driven by the complexity of everyday life, new technologies and above all
transformations of society that mark everyone’s life-long learning process. This expression denotes the need to foresee educational and training
paths throughout one’s life, which deviate from the canonical formal examples of education, providing more attractive and effective educational tools,
in order to guarantee an educational approach that leads to social inclusion of those who live in situations of fewer opportunities, specifically in
conditions of disability.

Spread the Game wants to analyze good practices, methods, digital and non-digital tools and examples that can be used by non-profit organizations,
educators and youth workers making their work and partnership network more engaging and effective, especially in relation to the involvement of
young people with physical or mental challenges. The project aims to provide educators, operators, and teachers with tools in order to apply and use
best practices, free digital resources available on the Internet that are identified and analyzed in daily activities with youngsters experiencing physical
or mental challenges. The exchange of good practices offers the possibility to explore and investigate innovative teaching methods, useful for the
promotion of an active – inclusive and collaborative methodology.
Although approaches and methodologies for the success of young people with disabilities or special educational needs are more taken into
consideration in areas of formal education (school), traditional non-formal education systems do not fully satisfy the involvement of young people,
especially the young with disabilities, revealing a worrying disparity between the current forms of involvement and learning.

The methodologies incorporating digital and game design, such as the Gamification technique and / or Digital Storytelling, incorporate an element of
innovation and proved to be extremely valid for enhancing transversal learning and able to maintain the attention of learners by increasing the
acquisition of skills. It is crucial to encourage operators and educators to open up new ways of using non-formal tools that incorporate technology.
The target group of the project is the operators, educators, and staff of the organizations that work in close contact with the young people with
disabilities and not, and the disabled youngsters (specifically the bearers of physical disability). The project includes three training activities involving
forty-eight staff members, educators, youth workers and operators. During these trainings the participants will learn the method of Gamification, of
Digital Storytelling and will be able to create a plan of activities for young people with fewer opportunities. They will analyze the best practices
selected in the partner countries and will understand the potential for application in local contexts, promoting positive examples and increasing staff
skills. In addition, the forth training will be a time of high-quality training for youth workers who will receive feedback from all participants, and an
exchange, enrichment and mobility experience for eight disabled youngsters.
At the end of the project, a booklet containing the analysis of the selected good practices and a tool- kit containing the guidelines for the development
of an educational activity plan will be produced. The booklet and the toolkit will be promoted through dedicated web channels, conferences involving
the interested parties, schools, municipality, and relevant bodies. In this way, we aim to reach a wide audience and spread new useful tools for their
daily work. On the basis of the technological evolution that has affected our society, we believe that the dissemination and learning of good practices
regarding social inclusion through gamification could be crucial.