The project Bridge is co-funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the Servicio Espanol para la Internacionalizacion de la Educacion (SEPIE). Neither the European Union nor the National Agency SEPIE can be held responsible for them. -- Number: 2025-1-ES01-KA220-HED-000359236 --

LEVEL 1. NAURU GAME for Active Citizenship of Youth

BRIDGE Main Challenge: A.6. Deficits in democratic participation, representation and inclusive governance


What problem does it address?

Low youth engagement in democratic life and insufficient preparation for active citizenship. Young people show limited participation in formal democratic processes such as voting or civic dialogue. Traditional civic education is theoretical and fails to equip them with practical skills for decision-making, cooperation, and understanding of democratic mechanisms.

What does it propose?

An immersive, multiplayer online game, New Shores simulates island governance where players make decisions affecting ecological, social, and economic systems. Grounded in game-based learning, systems thinking, and experiential learning (Kolb's cycle), it develops civic competences, critical thinking, collaboration, and democratic values among young people aged 13–30.

Why is it an inspiring practice?
  • • Combines digital game-based learning with civic education in a transnational context
  • • Turns abstract democratic concepts into concrete, felt experiences through simulation
  • Uses Kolb's experiential learning cycle, grounding participation in reflection and action
  • Inclusive digital format reduces geographic and socio-economic barriers to participation
  • Developed collaboratively by partners from Poland, Hungary, and Slovakia – inherently intercultural
  • 483 educators trained across three countries, demonstrating scalability from the outset
  • Freely adaptable to formal and non-formal educational settings
Resources you'll find
  • New Shores multiplayer online game (digital platform)
  • Methodology Guide with theoretical framework and implementation process
  • Workshop scenarios and facilitator instructions
  • 9-step e-learning course on an online platform (335 registered users)
  • Video tutorials for educators
  • Facilitator training sessions (148 participants across Poland, Slovakia, and Hungary)
Featured results
483
educators introduced to or trained in using the New Shores game
148
teachers participated in in-person training sessions
335
users registered and copleted the online e-learning course
60
educators pilot-tested the game across Poland, Slovakia and Hungary
What can visitors learn?
How to design and facilitate game-based civic education workshops.
How to apply systems thinking in youth education.
How to use experiential learning (Kolb's cycle) in non-formal settings.
How to promote democratic values and critical thinking through digital tools.
How intercultural collaboration among youth can foster solidarity and global awareness.
How to assess learning outcomes through structured debriefing.

LEVEL 2. EXPLORE BEST PRACTICE

Introduction

The NAURU GAME project developed New Shores, an interactive multiplayer online game that engages young people (aged 13–30) in simulated island governance to promote active citizenship. Players make collective decisions affecting ecological, social, and economic systems, developing critical thinking, collaboration, and civic responsibility. The project trained 483 educators across Poland, Hungary, and Slovakia through in-person workshops and an e-learning platform, equipping them to deliver game-based civic education.

  • Coordinating organisation: Centre for System Solutions (Poland)
  • Participating countries: Hungary (HU), Poland (PL), Slovakia (SK)
  • Duration: 01.02.2017-31.01.2019
  • BRIDGE Main Challenge: A.6. Deficits in democratic participation, representation and inclusive governance
Sustainable Development Goals (SDGs)
  • SDG 4: Quality Education
  • SDG 10: Reduced Inequalities
  • SDG 13: Climate Action
  • SDG 17: Partnerships for the Goals
Secondary Challenges
  • A.3. Educational gaps throughout educational trajectories, including higher education
  • A.7. Digital ecosystem, disinformation and the need for media literacy and critical thinking

The Challenge

What social issue does it address?

Youth disengagement from democratic processes and lack of practical civic competences. Young people in Poland, Hungary, and Slovakia show low participation in voting, public consultations, and civic dialogue. Post-communist legacies and insufficient participatory traditions compound theoretical, disengaging civic education curricula.

Why is it important?

Without engaged youth, democratic governance loses legitimacy and representation. Equipping young people with practical civic skills strengthens democratic institutions, reduces apathy, and addresses intergenerational representation gaps across Central Europe.

How does it contribute to the BRIDGE Challenge?

By making democratic participation tangible and appealing through interactive gameplay, the project directly reduces deficits in participation and representation. Youth gain the confidence, communication skills, and agency needed for real-world civic engagement.

How does it work?

Participants play New Shores, a multiplayer online game simulating island governance. In structured 2–3 hour sessions, they negotiate resources, cooperate, and make collective decisions. A guided debriefing phase connects gameplay to real civic contexts. Educators are trained through a 9-step e-learning course, workshops, and facilitator guides.

What might inspire you?
Ideas for adaptation
  1. Use simulation to make democratic decision-making tangible for students
  2. Replace boring lectures on citizenship with experiential, game-based workshops
  3. Foster intercultural dialogue through shared multiplayer challenges
  4. Link in-game decisions to real sustainability and governance issues
  5. Make civic education accessible across borders via a digital platform
  6. Teach systems thinking by placing learners inside interdependent simulations
Resources created

New Shores – A Game for Democracy

Interactive game

A multiplayer online game set on a simulated island where players make collective decisions affecting ecological, social, and economic systems. Designed for groups of 15–30 participants, it develops critical thinking, collaboration, civic responsibility, and understanding of democratic and sustainability challenges. The game is played in 2–3 hour structured sessions facilitated by a trained educator. It accommodates diverse learning styles and supports intercultural dialogue among youth from different countries.

Teaching staff, Students

https://systemssolutions.org / [email protected] (contact for access)

Methodology Guide

Teaching guide

A comprehensive guide presenting the theoretical framework (systems thinking, experiential learning, game-based learning), pedagogical rationale, implementation process, and practical recommendations for educators and youth workers. Includes facilitator instructions, debriefing protocols, and guidance on adapting the game to different educational contexts and learning objectives.

Teaching staff, Professionals

https://systemssolutions.org/

E-learning Course for Educators (9 steps)

Online training

A structured 9-step online course designed to train educators and youth workers in facilitating New Shores workshops. The course covers the game mechanics, pedagogical foundations, facilitation techniques, and debriefing strategies. A total of 335 users registered and completed the course. Available on the project's e-learning platform, it allows independent, self-paced learning and supports continuous access for new educators beyond the original project duration.

Teaching staff, Professionals

https://systemssolutions.org/; E-learning platform URL – to be confirmed by Centre for System Solutions

Workshop Scenarios

Educational resource

Ready-to-use workshop scenarios designed for use alongside the New Shores game. Each scenario provides a structured sequence of activities, facilitation prompts, and debriefing questions tailored to different learning objectives (e.g., sustainability, civic engagement, social skills). Scenarios are adaptable in complexity and thematic focus, making them applicable across both formal and non-formal educational settings.

Teaching staff, Students

https://systemssolutions.org/; Available through project partners: [email protected]