It’s My Turn (To Speak)! / Agora Falo Eu!

"It’s My Turn!" (to Speak) is a card game that gives children an active role in their community. Children are given cards to answer questions related to activities they like to do, to climate change or simply their neighbourhood. This enables the identification of citizenship issues concerning kids, engages them and the community (schools, families, etc.), and is the starting point to identify and implement local projects based on their civic participation and on that of the community as a whole.

Innovation Summary

Innovation Overview

The Secretary of State for Citizenship and Equality challenged LabX, the Public Administration Experimentation Laboratory from the Administrative Modernization Agency (AMA), to conduct research in order to find alternative ways to promote the development of citizenship skills and civic participation among children and the youth.

After listening to teachers and youth coaches, it was clear that there was the need to develop a tool that would allow questioning children about: the topics they consider the most relevant to citizenship and civic participation; the ways they enjoy working (i.e.. teamwork; games; using technology; storyboarding; group discussion; etc.); and who they would like to have involved in the promotion of civic participation in their learning process.

Based on this need and inspired on the Brazilian initiative “Eyes on School” (, LabX created the card game “It’s My Turn” as a tool to collectively interview large groups of children in a way that is easy and fun for them.

The “It’s My Turn” kit comprises a deck of cards with:
• 10 cards with written questions, such as: What do I enjoy doing in school? How can adults listen to children? Etc.;
• 104 cards with pictures, representing themes (e.g. human rights, animal welfare, among others) and activities (e.g. field trips, hanging out with friends, family games, etc);
• 16 Joker cards, that allow the children to add a new activity or theme that is not represented on the game;
• One ballot box;
• Assessment Chart.

Throughout the game, the children are asked to answer the quiz cards with the picture cards provided to them. The questions are intended to gauge children's preferences or concerns regarding the ways they like to work, the kind of activities they like to do for fun, or who they enjoy working and engaging with. There are also blank cards that can be adapted to the specific context of the organization promoting the game.

The game was tried on the field with about 100 children from a wide range of social backgrounds and, considering the feedback gathered and the enthusiastic way the game was received, LabX also developed the potential of the Game as a tool that helps to operationalise the way public projects are implemented. Meaning that, while the Game was initially just a diagnosis tool, its potential has now evolved and it is also being used as a way of defining the model of implementation of the projects by using the children's inputs.

With that in mind, LabX began to use the game as the starting point in a diagnostic process that would then evolve to the submission of project proposals based on the results of the game. Afterwards, the children vote on the submitted proposals, simulating an electoral act and culminating in the implementation of the selected projects.

The main goal of this innovation is to raise children's awareness, from an early age (7 to 14 years old), regarding the importance of civic participation in order to spur their active engagement and, at the same time, promote the implementation of small projects in their communities.

After the experimentation period, LabX developed the kits of the game that were distributed across schools and welfare associations thanks to a cross-sector partnership between the Directorate-General for Education, the Secretary of State for Citizenship and Equality and the Portuguese Institute of Sport and Youth. Such cross-sector partnership, along with the collaboration of schools and associations, was a fundamental driver of the success of the project.

Following the delivery of the game, LabX also sends a feedback form that allows to track the resulting initiatives and to understand their impact in the “real world”. Regarding the 400 kits that were already delivered, it is important to highlight that they already resulted in the feedback from 21 initiatives engaging nearly 500 kids and in the implementation of several local projects (see below).

The impact assessment coming from that feedback provided by the initiatives using the Game proved the relevance of “It’s My Turn”, building the case for its replication by the LabX network of cross-sector partnerships.

Innovation Description

Innovation Development

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