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Agora Falo Eu!

It's My Turn Image

“Agora Falo Eu!" is an educational card game consisting of 8 question cards and 120 image cards destined for children between 7 and 13 years old. During the game, participants are invited to answer
the question cards with the picture cards they are given.

 

The game aims to help children explore themes of citizenship and development; define their interests and identify the most suitable media to work on citizenship and civic participation; and promote
engagement in democracy.

Innovation Summary

Innovation Overview

“Agora Falo Eu!" is an educational card game based on the Brazilian initiative "De olho na escola" aimed at children between 7 and 13 years old. The game contains 8 question cards and 120 picture cards. Throughout the game, participants are invited to answer the question cards with the picture cards provided.

The questions are intended to gauge the children's preferences or concerns, how they like to work or have fun and who they want to involve in these activities. There are also blank question cards that can be adapted to the specific context of the game.

The picture cards with which these questions are answered represent children in the most varied situations: on the street, using computers, tablets or cell phones, playing games or sports, etc. Some cards suggest contexts associated with thematic areas of citizenship (for example protection of the environment or human rights).

The cards are representations that can and should be metaphorized. that is, both the illustrations and the written indications are clues to guide the children's thinking. There are also "joker" cards which allow participants to invent any representation to answer the question posed.

The game has several aims, namely:

  • Exploring citizenship and development issues: the game allows contact with citizenship issues and participation in democratic dynamics.
  • Participatory diagnosis: giving the children a say in defining their interests in citizenship and identifying the most suitable supports for working on citizenship and Civic participation. Through the diagnosis made, we can better define the projects or initiatives to be developed.
  • Voting based activity choice: promoting children's involvement in the choice of activities to be developed by voting on proposals resulting from the diagnostic process.

This experiment was motivated by:

  • The need to develop a tool for listening to children.
  • To validate the suitability of gamified methodologies to motivate learning.
  • To validate the activation and empowerment potential of methodologies.

Innovation Description

What Makes Your Project Innovative?

This project is a type of Gamification applied to the promotion of civic and democratic values among children. Gamification consists in implementing gaming mechanics and strategies in real contexts. Its added value goes far beyond the entertainment factor and can impact aspects such as productivity, focus, determination, and participation, making it easier to achieve goals and objectives in any context.

Despite being a process already recognised in areas such as marketing and education, the use of serious games is becoming an increasingly common practice in organizational management, using elements such as rewards, scorecards, and instant feedback, incentivising a healthy competitive environment.

Through this novel methodology, subjects are conditioned to spontaneously meet quotas and objectives by increasing satisfaction, productivity, collaboration, and participation.

What is the current status of your innovation?

From June 2019 onwards 514 “Agora falo eu!” kits were distributed, with 17 iterations of this project having been implemented throughout the country. In 2019 this totalled 119 sessions of the game having been conducted, reaching 25 different entities, and involving a total of 549 children.

Projects conducted through the game encompassed several different civic subjects such as weekly meetings, working groups on sustainable development & environmental protection, and social intervention and civic action towards neighbourhood improvement. In every instance of these projects the promotion of group dynamics, open debate and discussion of ideas was paramount, allowing for the engagement and growth of children’s argumentative capabilities.

These experimentation sessions were accompanied by an online questionnaire for the purpose of collecting feedback and improvement suggestions from the participating communities.

Innovation Development

Collaborations & Partnerships

The implementation of these projects was possible through the voluntary participation of a number of different civil society, local and regional government, academic associations and entities.

Examples include:

  • Entities within the Portuguese Institute for Youth and Sports network
  • Entities within the Portuguese High Commission for Migration network
  • Parent Associations
  • Municipalities and Parishes
  • Schools/School Clusters/Professors
  • Universities/Graduate Students

Users, Stakeholders & Beneficiaries

Children between the ages of 8 and 13 were the core subjects for this project. However, as the project required the active participation of educators and communities alike, we observed impacts not just in
the targets of the project themselves but also the project’s promoters.

As “Agora Falo Eu!” takes place in the subject’s formative years, there is also a systemic impact that is produced from the implementation of these sorts of initiatives over the long run – a whole of society
approach.

Innovation Reflections

Results, Outcomes & Impacts

Results were measured through a digital questionnaire which collected feedback on the game as well as suggestions for improvement and descriptions of how it was particularly integrated in each of its
iterations.

It was highlighted that the game facilitates dialog between children and promotes the children's personal and social development – stimulating autonomy and decision-making processes. The potential for activating children and communities was also exemplified by the number of experimental projects reported in the questionnaire responses – initiatives imagined during a children’s card game were coopted into their communities at large.

Challenges and Failures

One of the main challenges identified in the implementation of this experiment was the relatively low level of feedback compared to the number of distributed kits (only 34 responses comparatively to 514 kits sent).

These instances of feedback allowed for the identification of several points for improvement within the structure of the game such as:

  • Broadening the number of possible questions and answers
  • Better highlighting the content of the cards
  • Creating digital and board versions of the game
  • Overall improvements and streamlining certain mechanisms and rules
  • Increase inclusivity,(e.g., by including a colour code)

These issues are to be corrected in future iterations.

Conditions for Success

Field experimentation for this project was strictly only possible through assistance from several established partnerships with a number of entities. Initially this meant the distribution of 146 kits to upwards of 100 entities.

The broadened scope this project reached was only possible through the voluntary application of different political as well as civil society associations and actors, which allowed for the distribution of 514 kits.

The success of these types of initiatives is reliant on the proactive and willing engagement of a broad variety of actors who share common values on the importance of developing soft skills, promoting strong civic, democratic, and personal values in children.

Replication

Each phase of “Agora Falo Eu!” required the engagement of children in different contexts, with the latter phase promoting of children through the previously mentioned partner entities and associations.

This demonstrates that a gamified approach to civic learning has a modular quality in so far as the kits can easily be picked up by any interested 3rd parties and adapted into any context – making this project
demonstrably replicable.

Going forwards, we believe that issues of citizenship are central for the reinforcement of democratic values in society. As such, we should take care to involve schools and other entities linked to infancy and youth.

Lessons Learned

This project demonstrates the usefulness of gamified approaches to engaging children in core teachings regarding civic engagement and participation, but it also provides them some level of practice in other fundamental areas such as cooperation and argumentation.

Gamification allows for modular units (kits) which can be used on a partner association/entity/institution’s own time to provide children with meaningful interaction with subjects that will shape their impact on their communities and society at large. This methodology allows for a customisable approach to children’s need, adapting games to the broader context of their local socioeconomic reality and actively engaging adults in the development of children’s capabilities.

Project Pitch

Supporting Videos

Status:

  • Diffusing Lessons - using what was learnt to inform other projects and understanding how the innovation can be applied in other ways

Innovation provided by:

Media:

Date Published:

15 January 2021

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