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Welcome to get acquainted with the game challenges developed by the Finnish CONNEXT for inclusion project!

The background thinking of the international CONNEXT project to games as well as its discoveries and practical examples have been thoroughly documented in the handbook Games – seriously!? Serious games as a tool for empowerment (Gamewise.io). Some games mentioned in the handbook are presented more in detail in this online publication.

The aim of CONNEXT Finland is to promote game-based empowerment and learning among professionals, who work with youngsters, such as teachers, school counsellors and youth workers. You are most welcome to start using the game contents as they are. You can also modify them to suit your purposes better.

CONNEXT games in practice

In CONNEXT, game challenges have been usually used on existing digital platforms, such as SUG-platform, Seppo.io and Action Track (in Finnish). They make use of a GPS locator allowing game challenges to be placed on a map. Participants need a mobile device (phone or tablet). However, many of the challenges can be modified to offline situations as well.

In this online publication each game is described shortly.

Get acquainted with individual game challenges on the following platforms:

PlatformUsing this platform allows you to
ThingLink document

Get acquainted with game challenges in a visual environment, but doesn’t enable interactive playing, free of charge

Word documentGet acquainted with the instructions of game challenges and copy them for your own purposes online or offline, free of charge
Seppo.io game libraryPlay games as they are or modify them, requires a licence

Available game challenges

GAME 1: #STADISTARTTI

Aim: Help newcomers to orientate themselves and feel more at home in their new home city. It allows participants to expand their territory, gradually lowering their threshold to get engaged in different activities around the city.   

Application: The ideas can be applied to other cities and target groups when introducing a new environment or an activity. 

Number of game challenges: 8

Developer: Loisto Settlement/Boys’ House

Game materials

GAME 2: House of Resources

Aim: Encourage youth to observe factors in their everyday environment, which may affect mental health, provide support to identify one’s own resources and strengthen self-esteem and wellbeing. 

Application: The ideas can be applied to support mental wellbeing of people in diverse life situations.  

Number of game challenges: 22

Developer: Metropolia University of Applied Sciences and Helsinki YMCA, based on material developed by Mieli ry and Mental Health Finland 

Game materials

GAME 3: CONNEXT Diamonds

Aim: Present CONNEXT for inclusion project, its partners and their diverse work to professionals working with migrant groups in a playful way. It is not a traditional game, but a set of game challenges presenting different kinds of challenges. CONNEXT Diamonds was first played in CONNEXT Gamified Diamonds Seminar in August 2020 and has since then been modified for independent use. 

Application: The ideas can be applied to introducing other projects, organisations or activities to diverse target groups. 

Number of game challenges: 11  

Developer: Metropolia University of Applied Sciences, based on game challenges of partners in Belgium, Finland and Sweden 

Game materials

Other games in English

CONNEXT for inclusion is a transnational project. In this web publication examples from CONNEXT Finland can be found, while the examples of CONNEXT Belgium and CONNEXT Sweden will be documented on the gameWise website during 2021. 

The following games will be published: 

  • Trust Game. The game aims at strengthening the trust towards the school system particularly among youngsters from migrant groups.  
  • #Work Sweden. This game is designed for newcomers and migrants, who would like to learn more about the local labour markets and strengthen their skills related with employment.
  • Gender game. Ideas for this game were co-created in CONNEXT transnational collaboration. The aim of the game challenges is to promote equality among genders.
  • Lockdown Minds™. The game is tailored to young people in isolation to support them in psychologically demanding times. 

CONNEXT games in Finnish

Three game packages are published in Finnish by CONNEXT Finland during 2021. Every package consists of 5-8 games with approximately 10 game challenges each. 

The packages are in the following areas: 

  • Counselling and orientation game challenges for educational institutions (published in spring 2021)
  • Game challenges promoting physical exercises and sports (published in spring 2021)
  • Game challenges promoting wellbeing and health (published in autumn 2021)

These games challenges have been developed together with a large group of professionals. Warm thank you for collaboration!

In Finland the following CONNEXT partners have made a significant contribution: Sports Federation of Southern Finland ESLU, Helsinki YMCA, Omnia Joint Authority of Education in Espoo Region and Stadin ammattiopisto – Stadin Brygga, as well as Mieli ry, Mental Health Finland and Loisto Setlementti organisations Boys’ House and Girls’ House.

GAMES – SERIOUSLY!? CONNEXT GAME CHALLENGES

© Metropolia University of Applied Sciences & authors 2021

Publisher: Metropolia University of Applied Sciences

Editing: Tiina Lehto-Lundén & Mai Salmenkangas, CONNEXT for inclusion

Implementation:
Riikka Wallin (website, accessibility)
Tiina Veijola (ThinkLink, Word documents)
Mai Salmenkangas & Tiina Lehtonen-Lundén (games on Seppo.io)

This online publication is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.

 

The material Games – seriously!? CONNEXT game challenges has been developed as part of Finnish sub project of CONNEXT for inclusion (European Social Fund 2018-21). The project is aimed at youngsters from migrant communities, their parents and professionals working with youngsters. The project develops tools for game-based learning and empowerment as well as for career counselling and sports inspired pedagogy. The eventual aim is to support youngsters to find a suitable path to studies and to commit to their educational choice.

www.connextforinclusion.eu