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Hashtag #2

Funder: European CommissionProject code: 2018-3-DE04-KA205-017106
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for youth Funder Contribution: 59,769 EUR

Hashtag #2

Description

During 26 months, 4 organisations from Germany, Latvia, France and the Czech Republic cooperated to create a simulation game.The four partners are active at local, regional, national and European level in formal and non-formal education sectors and our target group of educational work also consists youth and young adults.In recent years we have noticed that many young people are attracted to anti-democratic behaviour. Anti-Semitic, racist and xenophobic attitudes seem to be on the rise, we observe an increase in Hate-Speech and violence. One reason for these attitudes could be that democratic decision-making processes are perceived by young people as too complicated and not effective. There seems to be a mediation problem, as populist promises of solutions are perceived as less complex.In this project, we have developed the simulation game #Hashtag with the help of experts from the field of method development as well as trainers from the participating organisations, with which can be used on the topic of anti-democratic behaviour from youth workers and teachers.The participants are divided into small groups and simulate decision-making processes. Their ability to discuss and compromise is trained and empathy is strengthened. It is important for us to evaluate the experience well so that it can be transferred to reality and the learning processes can be illustrated.We have designed the simulation game in such a way that it can also function in the narrow time frame of the school context, and we give examples of preparatory and follow-up exercises.A manual in German, English, French, Latvian and Czech has been produced in which we give both the theoretical basics and concrete pedagogical instructions. In addition, we have produced two videos that present the simulation game and the pedagogical explanations in English.The four participating organisations went through an intercultural process with the help of the Erasmus+ programme, we adapted our pedagogical realities to each other in order to create the common product in our respective cultural backgrounds.Together we developed a work plan divided into four phases: research and methodology development, testing and adaptation, the transcription of the results, the creation of an educational film and finally the dissemination of the results.

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