Group Matters

Title of the Project

Group Matters

Organisation

Sivas Cumhuriyet University

WEBSITE

https://www.instagram.com/scuerasmus/

Project link

https://erasmus.cumhuriyet.edu.tr/category/announcements/eurodesk-events/

Project dates

2025-01-01

2025-01-01

What is it about?

Our “Group Matters” project was developed to tackle a fundamental social challenge: how quickly “us vs. them” mentalities form and distort our perception of others. The primary objective of our project was to let young people experience the mechanics of implicit bias in practice, which aligns with the Eurodesk vision of a more inclusive Europe where young people are equipped to navigate culturally diverse environments.

Our target audience focused on university students and young people within the Erasmus+ and European Solidarity Corps (ESC) networks. We wanted to reach those who are most likely to engage in intercultural exchanges.

Participants were randomly assigned to “Red” or “Blue” teams, created identities using AI-designed flags, and competed in European-themed contests like Memory Orienteering and Kahoot quizzes, the content of which was created to inform about European opportunities. The most important part was this:

We showed the participants, individually, a photo of a man and asked them to evaluate his personality using 10 positive, 10 negative, and 10 neutral traits, based solely on first impressions. We told them a small lie: that the purpose was to see which group was better at judging character.

The twist was that half the participants saw the man wearing a red t-shirt, while the other half saw the same man wearing a blue t-shirt. None of the participants were aware of this trick, nor did they know the photos were AI-generated.

We then discussed the results and concluded that group affiliation significantly influences perception. We saw how easily first impressions could shift based on in-group vs. out-group dynamics—even when the group distinction was something as superficial as t-shirt colour. We reflected on how much more pronounced these effects might be if the group criteria had been more serious, such as ethnicity, religion, or gender.

How is this project relevant to the specific category?

Our project aligns closely with Inclusive Youth Information in that it transforms complex social psychology concepts into practical, hands-on learning that is accessible to all young people.

Instead of simply discussing or defining inclusion, our project makes exclusion visible and understandable. Through the “Red vs. Blue” group activity, participants experience how quickly group identities and biases can form. Because this happens in a safe and neutral setting, young people can reflect on their reactions openly and without judgement.

The project uses non-formal, engaging methods rather than traditional lectures, which can be found anywhere. We applied interactive tools such as Kahoot, orienteering, and Taboo to turn topics like social bias and European opportunities into enjoyable, easy-to-digest experiences. This gamified approach keeps participants motivated while ensuring the information remains inclusive and relevant.

To deepen awareness of bias, the project uses AI-generated images to explore first impressions. This allows participants to observe their own thinking patterns in an objective way, helping them identify personal blind spots. Recognising these unconscious biases is a crucial step towards developing more inclusive attitudes and behaviours. Additionally, we deliberately selected the “colour of t-shirts” as the distinguishing element so that it remains safe and does not lead to microaggressions.

Our methodology also actively empowers minority perspectives. Random group assignments and guided reflection on ethnicity, religion, and gender encourage participants to step outside their comfort zones and consider “out-group” experiences. We believe this builds empathy and strengthens critical thinking skills, equipping young people to challenge stereotypes and discriminatory narratives in their local communities and during international mobility.

What was the impact of the project?

The Group Matters project ignited an immediate change in how participants saw social boundaries. We created a playful but competitive “Red vs. Blue” setting, so that young people were able to notice—often for the first time—how quickly their own minds formed biases.

The strongest impact came during the reflection session, when many participants were ultimately surprised to discover they had judged the same person differently based on nothing more than a T-shirt colour. For many, this was a real “aha” moment that turned abstract ideas about inclusion into something personal and concrete.

The project also made European mobility opportunities feel real and relevant. By building the games around the Eurodesk Opportunity Finder, participants didn’t just hear about Erasmus+ and the European Solidarity Corps (ESC)—they actively used this information to succeed in the activities throughout the project. As a result, they left with a clearer understanding of these programmes and how they could access them, in a way that felt far more engaging than traditional presentations or brochures.

On a wider level, the initiative encouraged a culture of self-reflection within the university. The Pledge Wall gave participants a chance to publicly commit to more inclusive behaviour, helping turn individual learning into a shared community value. We are happy to see that this impact is already spreading beyond the campus: by sharing a replication toolkit with student organisations and NGOs, the project offers practical guidance for others who want to address ethnocentrism and in-group favouritism.

The project helped young people move beyond being “inclusive in theory.” It equipped them with the awareness to question their first impressions and the practical knowledge to explore international opportunities, supporting them in becoming more informed, open-minded, and empathetic members of both their local and European communities.

Did the project have any green focus?

We made a conscious effort to reduce our environmental side-effects throughout the project. We adopted a digital-first approach and therefore avoided printing large amounts of paper for pre-tests, bias surveys, and data analysis. Instead, everything was handled through Google Forms and QR codes, helping us significantly cut down on paper waste at every stage of the project.

When it came to the physical activities, we focused on reuse rather than single-use materials. The Memory Orienteering clues and Taboo cards were created as part of a long-term “replication toolkit,” so they can be used again in future workshops instead of being thrown away after a single event. This helped us make the project more sustainable after its initial implementation.

We also reduced waste by relying mainly on social media and digital notice boards at the university, rather than printing and distributing flyers.

How did you ensure Eurodesk's visibility in your project?

We made Eurodesk the core element of our competitions. The Kahoot round focused on Erasmus+ project types, while the Memory Orienteering checkpoints provided key information about the European Solidarity Corps (ESC), requiring participants to rely on Eurodesk-sourced facts to win. Additionally, the Taboo cards featuring European landmarks and the ID cards worn by participants throughout the event prominently featured the Eurodesk logo. By weaving the brand into both the game mechanics and the visual identity, we ensured Eurodesk was visible throughout the project.

Project highlights

https://erasmus.cumhuriyet.edu.tr/category/announcements/eurodesk-events/

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