The games and gamification tempt to participate and produce participation – examples of projects

Authors

  • Kirsi Purhonen Kaakkois-Suomen Ammattikorkeakoulu
  • Jaana Poikolainen Kaakkois-Suomen ammattikorkeakoulu
  • Suvi Pylvänen Kaakkois-Suomen Ammattikorkeakoulu
  • Valdemar Kallunki Laurea

Keywords:

gamification, participation, involvement, young people

Abstract

The participation of young people does often challenge the starting points of the projects, where the goals and activities are, at least partly, defined before the involvement of the young people. Gamification is a tool for motivate and inspire them to act. In this article will be narrated how the participation is taken in the account in projects Matti - Men`s journey to work (ESF 2016–2018) and in Versus (THL Health promotion grant 2017–2019). In this article, was examined how participation and experiences of participation were developed by answering the following question: has gamification enhanced participation and if yes, in which way? In this article we used data, which was gathered in both projects. In the Mattiproject was produced data for the evaluation of the project by interviewing young people and the same data was used in this research. In the Versus-project, the young people were involved to developing work by a feedback questionnaire and group interviews. The feedback data was analyzed more closely to recognize the feeling of participation. The data indicates that the experience of participation is manifold. Participation has given them learning experiences and competence, independency and autonomy, possibilities to influence and solidarity.

Section
Artikkelit

Published

2020-12-28

How to Cite

Purhonen, K., Poikolainen, J., Pylvänen, S., & Kallunki, V. (2020). The games and gamification tempt to participate and produce participation – examples of projects. Sosiaalipedagogiikka, 21, 87–110. https://doi.org/10.30675/sa.70184