Nowadays, Internet and technology bring a language for cooperation and mutual understanding and used correctly, digital youth work can contribute a lot to the non-formal education of youth. The dispute about the cultural-making role of technology brings different understanding what Internet is for, but there is no doubt that technologies can play an important role in our digital culture, referring to wide accessibility, interactivity and connectivity which characterise today’s internet. Moreover, every digital tool, being a tool, can be used for a number of possible uses, in a number of possible contexts, and youth workers thanks to their creativity can reach and attract young people acting as a crucial actor in the prevention of different form of social exclusion.
In the current climate of technological innovation within digital games and youth culture there are constantly new and evolving trends. As a matter of fact, the new generations have no possibility to compare their everyday life with the world before the internet. Therefore, youth work has to address today´s education challenges and adapt the learning process to the youth´s needs and profiles through the use of digital game based learning and gamification.
While digital game-based learning offers a balance between lessons and educational gameplay, gamification involves taking elements from games, such as levels or points, and adding them to lessons. The main idea is to make lessons that might not be enjoyable more engaging for youth. Games and gamification can be used to increase individuals’ motivation to engage with youth work activities.
Game-based learning can help youth workers engage today’s increasingly tech-distracted youth. Indeed, digital learning games combine present day technology allowing a whole new level of interaction, collaboration and a unique learning experience. Moreover, digital game-based learning o e-learning can combine content with video games and computer games to more successfully reach and teach youngsters. Games in youth work may be used in a multitude of ways because they are a good means of assisting participant develop a variety of skills as they play. They can also be used to encouraging better social and cultural understanding between people and reducing isolation, they can encourage personal reflexion and promote positive group work. Most importantly, digital learning games should empower players to push the learning boundaries as further as possible.