Logo Fasol (Fabriquons la Solidarité)

Fasol activities: inclusion and personal revitalisation in the form of games

Summary : Since 2010, Fasol has offered ready to use activities with educational, social or therapeutic purposes throughout Ile de France. Their team create games from recycled wood that serve as mediation tools in 4 areas of intervention (business/seniors, disability, health/social & youth/events).

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Programme

  • Start date : 2010
  • Implementation site : Ile-de-France
  • Budget : 94000 €
  • Source and details on funding : 70% public and private financing + 30% related to sales of the activities and wooden games/objects

Organisation(s)

  • Fasol (Fabriquons la Solidarité)
  • 16, rue Victor Hugo
  • 93100 Rosny-sous-Bois
  • Employees : 3
  • Volunteers : 25
  • Members : 60
Website

Localisation

Editorial committee

  • Date of proofreading :  14/02/2016
Solution(s) : Education Job Social exclusion and isolation
Country :  France, Provence-Alpes-Côte d'Azur
Stature of the programme :  National, Local
Participant :  Association, ONG
  • Beneficiaries :  Senior Citizens, Persons with disabilities, Unemployed persons, Adolescents
  • Domain :  Citizen participation, Leisures activities, Sports, Environment

Reports collected as part of the RESOLIS programme « Poverty France » (Reso77 (2015))

Copyright: Licence Creative Commons Attribution 3.0 ( http://creativecommons.org/licenses/by/3.0/ )
To reference a document published by RESOLIS : Hollebecq Isabelle , « Fasol activities: inclusion and personal revitalisation in the form of games », **Journal RESOLIS** (2016)

Background to the programme

Fasol (Creating Solidarity) is an association established in the priority neighbourhood of Pre-Gentil (Rosny-Sous-Bois, 93), which has worked towards social and professional integration since 2010.

Objectives of the programme

- Create social ties in neighbourhoods

- Be a platform of activity for people who are cut off from employment and support

- Empower individuals by making them aware of their abilities

- Restore confidence in people by encouraging their progress and their efforts

- Encourage the abilities remaining for everyday life

Implemented actions

1) DESIGN & TESTING OF THE GAME: setting up of a group project to develop a prototype that meets customer expectations

- Games adapted to different audiences: communities or companies (team building, disability awareness, cultural diversity, sustainable development ...); public cut off from employment (reengagement & group dynamics ...) youth (respect and citizenship ...); seniors (senses and sensitivity ...) and people with disabilities (conservation of intellectual capacity ...)


2) PRODUCTION OF THE GAME: carried out by the Fasol team in an artisanal way from reclaimed and recycled wood

- Price: €24-280

- Ex: Game of the Giant Goose (in 21 cases - acrylic drawings) for the Ecole de la 2ème chance; Giant puzzle of 20 pieces (drawings in water-dilutable pastels) for Caritas 93; giant Lottery (numbers and wheel from recycled wood) for Rosny& 1 Association, portable balancing game for E2C ...


3) ACTIVITES:
- Places: throughout Ile-de-France, directly in the organisations, outdoors (Eg. On housing estates) or in facilities available to them

- Supervised by a team of facilitators with the support of volunteers

- Prices: € 120-400/session

- Example: activity programme for people with Alzheimer's

Quantitative and qualitative results from the implemented actions

- 4 trainees from the Ecole de la 2ème worked at FASOL in 2015

- In 2015: more than 4000 participants at the events

- Very varied, disadvantaged public: people with disabilities, completely cut off from employment, young people in the criminal justice system or people with cognitive disorders

- Eg impact of the activities: games on access to employment for ERDF "1, 2, 3 job! ". 40 people responsible for inclusion trained in the use of these games. Personal reengagement and recovery of confidence in their abilities regarding employment.

- Significant visibility in the local press

Original characteristics

FaSol uses games as insertion and mediation tools. The services are adapted to the problems of the target audience to appropriately meet an educational, social or therapeutic purpose.

Partnership(s) developed in the context of the programme

- Communities & institutional partners: City Project RSA-Sevran, City of Rosny-sous-Bois, 93, Departmental Council 93, Region Ile de France, Ligue de l’Enseignement FOL93-Bobigny, Coorace and APHP (Public Assistance – Paris Hospital)

- Associations: Secours Catholique 93, Paris Fire Service Social, France Alzheimer 93, Clubs Séniors de la ville de Paris (14e et 17e), Afaser 94 (Association for families of Centres for the Reeducation of mental Difficulties), La Sauvegarde 93 et SNC Paris (New Solidarity against unemployment)

- Foundations: BNP Paribas, SNCF, Macif, MAIF and Caritas

Feedback

Difficulties and/or obstacles encountered during the programme’s implementation :

- Fasol is not an approved Organisation for Integration through Economic Activity (SIAE) though it is recognised by its partners as an actor in socio-professional integration.

- Become known

- Integrate an ESS network

Solutions used to overcome the difficulties and/or obstacles :

- Success of free activities aimed at a variety of potential targets (several orders were followed up)

- Premises obtained after 2 years

- Trainees hosted in the ESS (L3 level or M1-M2)

Suggestions for future improvement :

- Achieve long term funding (enough contracts and financial support) to: look to host new employees being integrated and stabilise its business model

- Recruit a development manager - Be more present and active on social networks

Summary of factors responsible for the programme’s success :

- Minimum of 2 people to replicate this type of initiative capable of:
* Leading an association, managing and communication
* Organising activities for the general public with flexible human skills to the and if possible have carpentry skills

- Features of the activities:
* Expertise in customer needs analysis
* Flexibility (time, place, number of facilitators, selection of games ...)
* Personalised response for each service
* Using the game as a mediator and not as a goal.

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