… EDUCATION FOR PEACE …
.An announcement from the Mahatma Gandhi Institute of Education for Peace and Sustainable Development
The #DigitalGamesForPeace challenge calls upon youth (aged 18-35) from South and Southeast Asia who are game designers, game developers, or researchers in the fields of peacebuilding, prevention of violent extremism, or intercultural dialogue – to submit their applications for a chance to develop innovative ideas on the use of games for peacebuilding.
What is the Challenge about?
The #DigitalGamesForPeace Challenge aims to harness the creative energies of youth from South and Southeast Asia and the promise of game-based innovations in cultivating pertinent competencies for prevention of violent extremism. The Challenge is being organised by the United Nations Office of Counterterrorism (UNOCT), United Nations Alliance of Civilizations (UNAOC), and United Nations, Education, Scientific, and Cultural Organization (UNESCO) through the Mahatma Gandhi Institute of Education for Peace and Sustainable Development (MGIEP).
Who is it for?
Youth who wish to apply must: – Be between (and including) 18 and 35 years old. – Be nationals from or have a domicile in Afghanistan, Bangladesh, India, Myanmar, Pakistan, or Sri Lanka. – Have experience with 1 or more of the following areas of expertise: social and emotional learning (SEL), the prevention of violent extremism (PVE) or (video)gaming. – Have good research and writing skills – Apply before June 7, 2021, 11:59 PM IST
What’s in it for me?
If selected, you will have the opportunity to spearhead a UN project. Further, your capacities on intercultural dialogue, social and emotional learning, game-based methodologies will be significantly improved such that post the project, you will have additional skills to wage sustainable peace in your respective community. You will meet and work with a formidable group of young gamechangers from South and Southeast Asia. Additionally, you will be part of a select group of individuals who will have the opportunity to meet and interact with experts from the fields of social emotional learning, game-design, and prevention of violent extremism.
Where can one find games for peacebuilding?
How do I participate?
To be considered for selection, submit the call for application on the link that helps us understand your motivations and past experiences to be a gamechanger. We are also seeking some specific information related to digital games and how you think they have the potential to promote ideas of peace, social and emotional learning and prevention of violent extremism.
Timelines
Phase 1 (June – September 2021)
Release of Call for applications to shortlist 51 gamechangers between the ages 18-35 years. The shortlisted youth will embark upon improving their capacities on game-based methodologies for peace. This includes exclusively curated training, bootcamps, and mentorship opportunities by thought and industry leaders in the disciplines of game design/development, social-emotional learning, and prevention of violent extremism. The shortlisted youth would then review and test existing games that contribute to building intercultural dialogue and SEL competencies for PVE.
Phase 2 (October – December 2021)
21 selected youth will move into the next phase based on their activity reports and participation in Phase 1. The cohort of gamechangers will ideate, design, and develop innovative projects on the use of games for peacebuilding.
Expected Products
The final products would range from creating a repository of reviewed video games, designing alternate endings to existing games, defining ideal governance practices that define the future of gaming and PVE, designing game storyboards of SEL and PVE, adapting games for SEL and PVE curricula and other possible projects that expand the scope of games for peacebuilding. A team of experts and partners will continue to mentor the gamechangers towards the fruition of their selected project.
Expected Outcomes
1. Youth-led, innovative, game-based methodologies are harnessed to enhance social emotional learning and intercultural dialogue competencies for PVE amongst young people in South and Southeast Asia.
2. Young people in South and Southeast Asia have improved skills capacities for intercultural dialogue and social emotional learning to prevent violent extremism, using the practical guidance developed.
Expected Impact
It is expected that at the conclusion of the initiative, the long term impact will be the use of digital games by young peacebuilders, education professionals and students – to cultivate social and emotional competencies in youth for intercultural dialogue in the South and Southeast Asia Region.
Interested to learn more? Contact Dani at d.dani@unesco.org or youth.mgiep@unesco.org