Resources

Educational Materials & Toolkits

Here you can explore educational materials, toolkits, games, manuals, publications and practical tools connected to eSquare’s work in youth work, non-formal education and international cooperation. Some resources were developed through our own projects together with partners. Others are shared in our library as useful materials created by external organisations, institutions and educational networks.

Our Projects

Resources Developed in
Our Projects

Educational Games Collection / Toolkit

Play It Right – Educational Board Games Collection

Play It Right – Rhythms of Inclusion · 2025–2026 · English

This educational board games collection was developed within the Erasmus+ project “Play It Right – Rhythms of Inclusion”. It brings together 15 practical games created by participants and shaped through international teamwork, local prototyping, testing and improvement. The games are designed for youth workers, educators, trainers and facilitators who want to use board games as tools for inclusion, participation, dialogue and meaningful learning. They can be used in youth centres, schools, training courses, workshops, youth exchanges and community activities.

What's inside

  • Animal Puzzle
  • Educational Circus
  • Power & Ethics
  • Cyber Guardians
  • Urbus Arenaria
  • Life Journey to Dreamland
  • Kunstypes
  • CyberFrost
  • Paco’s Mind
  • Tree of Life
  • Interterrium
  • Equalizer AI
  • Meet a Wild Friend
  • Love.Work.AI / Life.Work.AI
  • Sensory Memory Game

Target groups: Youth workers, educators, trainers, facilitators, teachers, youth centres, NGOs and community educators.

Publication / Methodological Casebook

STEP-IN Casebook

STEP-IN · 2025 · English

The STEP-IN Casebook is a methodological publication developed within the Erasmus+ project “Developing Roleplay Pedagogies for Identity & Acculturation Processes in Migrant Youth Work”. It presents role-play and simulation activities that can be used by educators, youth workers and facilitators to explore identity, acculturation, migration, social dynamics, gender, capitalism, media literacy and communication. The publication was created through a co-creation process by the project consortium and includes activities developed, tested and adapted during the project. It is designed for practical use in youth work, non-formal education, training courses, local workshops and community learning spaces.

What's inside

  • Town Hall Debate
  • Gendara
  • Build Your House
  • Only Murders in the Mansion
  • Cyberfrost
  • Algorithms

Target groups: Youth workers, educators, trainers, facilitators, teachers, NGOs, youth centres and organisations working with migrant youth, minorities and diverse youth groups.

Role-Play Simulation Game

Only Murders in the Mansion

STEP-IN · 2025 · English

Only Murders in the Mansion is a role-play simulation activity based on a murder mystery scenario. Participants enter an extravagant party where they are divided into different social classes, each with different levels of power, access, privileges and restrictions. Through interaction, discussion, investigation and voting, participants try to solve the mystery while experiencing how inequality, privilege, class status and discrimination influence participation and decision-making. The activity is designed for deep reflection on social justice, mob mentality and unequal power relations. The simulation consists of two main parts and uses mechanics inspired by classic “Mafia” or “Werewolf” games. Participants receive fictional roles and secret objectives, interact during the party, and later take part in investigation and voting rounds after a murder takes place. Participants: 12–30 participants + 2–3 facilitators. Duration: 75–100 minutes activity + 30 minutes debrief. Location: Inside. Materials: Introduction sheet, invitation cards, role name tags, role cards, voting cards, chance cards, facilitator instructions and props. The game helps participants explore privilege and inequality in a social system, understand how class status affects participation and justice, recognise the dangers of mob mentality and reflect on exclusion, frustration, power and influence within unequal structures.

Target groups: Youth workers, trainers, facilitators, educators, youth centres, NGOs and groups working with social justice, inclusion, democracy education and intercultural learning.

Library

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Library

Useful materials created by external organisations, institutions and educational networks will be added here soon.

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