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Game of Change

A revolutionary approach for educators and trainers blending mindfulness, change management, and creativity.

The Project

Empowering Change in Adult Education

The project aims to implement a new approach for teachers and trainers on change processes by combining mindfulness teaching with change management and creativity.
It also focuses on developing effective methods and learning materials for trainers in adult education to support individuals in vulnerable situations, undergoing change processes, or needing to improve their resilience. The project seeks to empower trainers to become ambassadors within their peers and establishments, promoting the adoption of effective change management methods and enhancing teaching and learning activities.

Discover Theory U from this video where Otto Scharmer talks about how we, as individuals and collectively as a society, create results no one wants – ecological, social and spiritual divide.

The projet in brief​

Objectives

Explore the foundational objectives driving the Game of Change project:

  • Develop a comprehensive manual for trainers that integrates mindfulness teaching. change management, and creativity. providing a step-by-step guidance on implementing the Game of Change with vulnerable groups
  • Create a Card-Set and an online environment to complement the Game of Change, offering interactive tools and resources for individuals going through change processes
  • Design and implement a Train the Trainer curriculum to educate trainers as Game of Change multipliers, equipping them with the necessary knowledge and skills to effectively support individuals in vulnerable situations
  • Pilot the implementation of the Game of Change in adult education settings to gather feedback, refine the approach, and assess its effectiveness
  • Finalise the project’s products, including the manual. Card-Set, online environment, and Train the Trainer curriculum, and disseminate them as Open Educational Resources
  • Pilot the implementation of the Game of Change in adult education settings to gather feedback, refine the approach, and assess its effectiveness
  • Finalise the project’s products, including the manual. Card-Set, online environment, and Train the Trainer curriculum, and disseminate them as Open Educational Resources
The projet in brief​

Objectives

Explore the foundational objectives driving the Game of Change project:

  • O1: Develop a new training and guidance approach for teachers and trainers on change processes, which combines mindfulness, change management, and creative action.
  • O2: Develop effective methods and learning materials for trainers in adult education to support individuals in vulnerable situations, those undergoing change processes, or those needing to improve their resilience.
  • O3: Empower trainers to become “ambassadors” who support the adoption of effective change management methods and improve teaching and learning activities within their establishments.
4 steps

Results

A Train the Trainer curriculum that equips trainers with the necessary knowledge and skills to effectively utilize the Game of Change, ultimately empowering them to support individuals in vulnerable situations. This curriculum includes seminar design, training content, objectives, timetable, methodology and a list of required materials.

The Game of Change Card-Set, an interactive card game specifically designed to accompany individuals in change processes, providing a practical and engaging tool for trainers. The card set consists of role, action, and principle cards.

The Game of Change Card-Set, an interactive card game specifically designed to accompany individuals in change processes, providing a practical and engaging tool for trainers. The card set consists of role, action, and principle cards.

Open Educational Resources in both digital and analog versions, comprising a comprehensive manual that offers background information and step-by-step guidance for trainers in adult education to conduct the Game of Change.

A comprehensive digital platform which serves as a hub for all project resources and activities, enhancing the accessibility and reach of the project's outcomes.

This digital platform includes:
- A public website for communication and outreach.
- A "Play Corner" for interactive access to the digital version of the Game of Change.
- A "Counselling Hub" to manage change processes, including access to logbooks.
- A "Digital Repository" that hosts all project deliverables.
- A "Learning Management System" (LMS) that delivers the online curriculum and microcredentials.

Audio and video files that trainers can utilize to engage their peers and promote the adoption of the Game of Change, fostering a broader impact and dissemination of the approach.

Audio and video files that trainers can utilize to engage their peers and promote the adoption of the Game of Change, fostering a broader impact and dissemination of the approach.

Results per Work Package

Work Package 2 - "Needs analysis, first method development"

WP2 research explored the needs of adult education trainers regarding change processes. Key findings from questionnaires and interviews informed the Game of Change Application Framework and shaped the Train the Trainer program to address challenges like “doubt” and “fear of failure”.

See below for detailed results.

WP2 Needs Analysis Summary (all partners)

WP2 Needs Analysis Report (ESEDU)

WP2 Needs Analysis Report (Learningdigital)

Partners

Etelä-Savon
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HAAGA-HELIA
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BBRZ Ö
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Blickpunkt Identität Austria Burgenland
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learningdigital
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