STREET-APP 4 INCLUSION
STREET-APP 4 INCLUSION is a European strategic innovation project to support young educators and social workers in building inclusive processes and activities that concern marginalized people.

The partnership operates in a European context in which the countries involved have faced serious internal social exclusion (Romania, North Macedonia) as well as social turmoil related to perceived migration flows in Mediterranean countries (Italy, Spain).
SPECIFIC OBJECTIVES:
Improve and innovate the tools and quality of social work for youth workers and educators.
Strengthen youth associations with capacity-building activities related to the ERASMUS+ program through transnational cooperation and joint staff training, sharing good practices among youth workers in the EU community.
Strengthen the community and mutual support of youth peer workers in the EU, thanks to innovative tools in the digital age.
Melazeta srl has created a mobile app to support youth workers working in field interventions.
The app helps create a community of young people and social workers to share real-time mentoring and real-life experiences from professionals from EU organizations directly involved in non-formal education and inclusion activities through creative awareness-raising activities and street unit interventions.
Listening/Monitoring Phase: Checklist, educational content, and inspection preparation form; reporting of highly challenging/at-risk areas; creation of a georeferenced POI (point of interest);
- Planning Phase: access to documents and reports related to the reported POI; Gamification function: Flashcards to help plan the delineation phase; exploration of intervention formats used in similar POIs; research/creation and assignment of youth activities within the POI; Community Access: Receive suggestions and evaluate resources related to activities to be carried out; route planning;
- Activation Phase: POI check-in and on-site checklist; real-time uploading of media, annotations, and comments; Tracking of progress and a "no-panic" button to request help, suggestions, and/or real-time mentoring from the community;
- Follow-up phase: verification with and automatic creation of an activity report to be shared as a case study with the community; self-assessment; monitoring checklist for subsequent inspections;
Content provided by project partners (e.g., documents, checklists, etc.) can be gamified into quizzes and/or flashcards to stimulate and engage young workers in learning new skills during the various phases. Gamification involves the use of game design and mechanics in a non-gaming context, offering innovative pedagogies that add engaging elements to the educational material and motivate young workers to engage with the community in a fun way.
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