Digital ethics and the empowerment of Gen Z. How technology can change their future
While more and more health apps are being created to improve our well-being, a piece of news came from YouTube recently: it will soon limit video advice on fitness and weight for European teenagers.
After the limit imposed in the USA, the company has decided to reduce certain content also in Europe, in particular recommended videos that idealize particular fitness levels or weight groups and compare and/or idealize certain physical characteristics.
Generation Z are digital natives, but this doesn't always translate into awareness of the impact of their actions online.
Technological development, like the increasingly engaging interaction of artificial intelligence, must contribute positively to the ethical and social responsibility of young people: today's task is to encourage them to become aware of the innovation they experience first hand. Educate them about online safety, data management, sustainability, strengthening their critical thinking and encouraging them to actively participate in change.
GameComp, making young people responsible for sustainability through game-based tools
Game thinking is a methodological approach that applies the principles of game design to the development of products, services and experiences to engage and motivate users. Unlike simple "gamification," which often adds playful elements such as points, badges, or leaderboards to non-game contexts, game thinking goes deeper, integrating design techniques used in games to create engaging, stimulating, and meaningful experiences for the users.
Applying gamification and game thinking in alternative contexts, such as training, is the approach of the Erasmus+ GameComp project, a project that has just started of which we are partners together with other prestigious European realities.
The primary objective of GameComp aims to increase the capacity of youth workers to provide young people with the skills and knowledge necessary for the ongoing green transition.
This happens through a dynamic and interactive educational experience, which not only raises awareness of this change, but also inspires young people and youth workers to take action for a more sustainable, digital future.
If you want to find out more about the project or participate, visit the website gamecomp.eu.
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The GameComp project shows how gamification can be used to address global issues such as sustainability, making the path to learning more effective and engaging.
In a technological world where the new generation is looking for new ways to interact with the future, this approach empowers them and involves them in a creative and proactive way. In a way where they not only “consume” technology, but use it to improve society.
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