Cross-sectoral awareness building on mental health needs in the criminal justice system and on release
ACTIVE GAMES 4CHANGE
Sport and physical activity learning environment for citizenship, emotional, social and e-competences training
IPS_Innovative Prison Systems
12/2018 – 12/2021 (36 months)
Get in touch
Support the inclusion of juvenile offenders through physical activity and games
This project focuses on the importance of embedding sport and physical activity in correctional settings as an effort to promote the inmates’ physical, mental health and well-being while contributing to social control and reducing reoffending, as an offender management tool that could strengthen their rehabilitation process.
ActiveGames4Change will support young offenders (in custody and under community supervision) in the acquisition and usage of key competencies to facilitate inclusion, education and employability, by developing an innovative framework of learning environments and materials.
Improve the quality and level of attractiveness of educational training for youth in custody by developing a more attractive learning environment using sports and physical activity.
Improve skills, including social and civic participation and e-skills, acquired through non-formal and informal learning, particularly those related to the need for continuous self-learning, readiness for the new IT-related jobs, and development of digital talents (The e-Skills Manifesto for 2014, EC).
Increase the level of social inclusion and employability of young offenders by introducing key competencies (social, emotional and e-skills) and active citizenship values in their training programme through the ActiveGames4Change Method.
Improve the social and citizenship literacy by transferring, adapting and validating guidelines, methodology as well as exercises and training materials necessary to introduce the concept of “ActiveGames4Change” in juvenile (re)education centres.
Development of a methodological framework for the project and pedagogical tools
- State of the art analysis;
- Definition of specific end-user requirements in the partner regions and chosen core values (learning contents, the citizenship values, social and emotional competencies);
- Games design – development of the experiential learning in the different groups;
- Assessment tools design – to evaluate the learning contents, the citizenship values, social and emotional competences.
Design of the ActiveGames4Change Toolbox
- Development of the concepts and contents (learning outcomes) to be acquired by the target population;
- ActiveGames4Change games design;
- Development of problem scenarios, representative of the concepts to be learned;
- Game context development and adaptation;
- Assessment tools development;
Monitoring and evaluation of the project implementation.
Creation of apps and software to support the development of the project ActiveGames4Change
- Stakeholder interviews and requirement elicitation;
- Mobile app for indoor/outdoor activities support;
- A platform for recording personal and team scores;
- Software testing.
Piloting the project
- New approaches and tools will be piloted in a selected number of prison units in each country, through national training course pilots and the development of a conjoint manual
Validation and fine-tuning
- Collection and analysis of external validation data and comparison of results against requirements and objectives;
- Fine-tuning of the solution;
- Development of material and assessment tools instructions for trainers and staff members.