Spread the Game was born with the specific intention of exploring the possible uses of gamification as a tool in formal and non-formal education programs to encourage diversity, equality and inclusion. Our ultimate goal is to create a toolkit to share with industry players, highlighting different examples of gamification and creating a network with our partners in Europe through the exchange of success stories and best practices.
A good or best practice is a method or technique that has produced the best results in its field of application, often becoming the standardized way to approach or complete a task with positive results. Sound Escape is a project to combat violence against women developed by the HRYO – Human Rights Youth Organization in collaboration with Maghweb and the Onlus Italian Prison Liberation Project Association, thanks to the contribution of the Ministry of Equal Opportunities.
The project saw the implementation of three laboratories: “Awareness and Meditation Laboratory” by Liberation Prison Project, “Knowledge Laboratory on Gender Violence” by H.R.Y.O. Human Rights Youth Organization and the “Sound to Escape Laboratory” by Maghweb, workshops aimed at producing concrete outputs and discovering interior spaces, made up of “different” sounds and vibrations and awareness. This is an example of good practice that involves a technical-practical laboratory aimed at discovering spaces through the recording of sounds and vibrations “different” from those to which the beneficiaries of the project are used.
The final output of the laboratory was the production of ambient sound AM-type musical pieces, with a frequency of 432 Hz. The ambient sound, as well as the production audio with 432 Hz tunings, are strongly relaxing sonic structures, in able to lower human vibrational frequencies by connecting with emotional states of inner peace and relaxation.
The aim of the project is to experiment with relaxation techniques in nature; promote active listening; stimulate collaborative practices.
The project is aimed at both adults and young people. The most important part is the workshop in nature, during which participants are encouraged to find and explore different places where they record the sounds of nature. At the end of the recording, the facilitator will collect all the tracks made by the participants, there is no limit of tracks even if they are based on the objectives of the activity, the outdoor sessions normally last between 2 and 4 hours depending on the facilitator and the hours available to carry out the activity.
The most useful recordings will be used for the production of the songs. Once the skimming work is finished, the trainers will in fact proceed with a session to share possible ideas on the pieces to be made, based on the interests and tastes of the individual participants. At the end of the realization of the complete piece, transposed to 432hz, we proceed to a collective listening session.
The activity plan is divided into three parts: the first is intended for the creation of the group and mutual knowledge, for the introduction of the project and its themes; the second part is intended to be an in-depth study of the theme aimed at understanding the phenomenon, its causes and the patterns of perpetuation; the third part is dedicated to action and awareness and intervention with respect to the topic dealt with and the evaluation of the laboratory.