Project duration: 1.12.2020. – 30.6.2022.

Project reference: 2020-2-DE04-KA205-019968

Grant amount: 151.931,00 €

Donor: JUGEND für Europa, Erasmus+ German NA

Summary:

The concept of inclusive community of active citizenship has changed in recent years, due to the reality of today society in which technology is taking more and more importance and thus having impact in each field of our life. Thus, we believe that the youth work approach towards the inclusion and active citizenship should also be thought again and adapted with digitalisation and other innovative aspects that are standard in everyday life of youngsters (mainstream and marginalised) nowadays. This project responds to the needs of our youngsters (mainstream and marginalised) and youth workers, as well as is in line with the latest findings on European level that there is a need for innovative youth work approach towards youngsters that spend a lot of their time online and do not visit (local) youth centres/clubs so much, any more. With this project, we aim at further empowering our youth workers in innovative usage of digitalisation, online youth work and gamification methodology in regular work with youngsters (incl. immigrants) in our communities, in order to increase attractiveness of the youth work activities and make them up-to-date for better impact on inclusion and engagement of both mainstream and marginalised, immigrant youngsters.

Project objectives:

• Empower youth workers with knowledge and skills to implement digital tools and use online youth work in their everyday activities, with special focus on inclusion, through development of innovative and up-to-date toolkit course and handbook.

• Empower youth workers and improve knowledge management of youth work organisations in theory and practice for building competences of youth workers in Gamification and adventure/escape room methodology in online & offline youth work for inclusion of immigrants, through useful/inspiring curriculum, e-learning course & toolkit with innovative methodology.

• Encourage more youth workers for organising creative and innovative youth work online and offline activities with gamification methodology based on affordable, low-cost/efficient adventure rooms among mainstream & marginalised/immigrant youngsters in our communities.

• Attract more immigrant youngsters to youth work activities by multiplying the innovative low-cost/efficient adventure rooms in our communities, and thus increase inclusion among youngsters.

We expect following direct participants / beneficiaries of our project: – 10 staff / project managers and assistants; – 18 teachers/trainers/researchers and technicians working on the intellectual outputs; – 20 multipliers youth workers that will test the outputs with at least 100 youngsters (with fewer opportunities) on local level – 13 youth trainers, participants at the LTTA – 150 participants of the multiplier events’ conferences, with at least 100 youngsters participating at low-cost adventure rooms at the multipliers’ events

Project activities:

A1 – Project Management

M1 – Kick-off meeting

O1 – Toolkit “Digitalisation of youth work for inclusion of immigrants”

M2 – Second meeting

O2 – Curriculum “Gamification in youth work for inclusion of immigrants”

M3 – Third meeting O3 – E-learning course on Gamification in youth work for inclusion of immigrants

O4 – Handbook “Online youth work for inclusion of immigrants”

M4 – Fourth meeting O5 – Toolkit “Adventure rooms in youth work for inclusion of immigrants”

C1 – LTTA – Training of trainers

E1, E2, E3, E4 – Open conferences in HR, SE, RS, DE M5 – Final Evaluation meeting Project will directly impact organisational capacities.

We expect the positive and long-lasting effects on partner organisations who will increase their capacity and competences for providing quality youth work activities for inclusion based on innovative approach with using digitalisation, gamification and adventure rooms methodology in their online and offline youth work with beneficiaries. Thanks to all intellectual outputs, the LTTA as well as the multiplier meetings, there will be quite some more education and empowerment of youth workers in our organisations and communities organised on the topics about digitalisation of youth work and using gamification and adventure rooms methodology within youth work for inclusion of immigrants. This will further impact more youth workers feeling confident in organising NFE / youth work activities in the topic and mentoring marginalised youngsters for active participation and citizenship when it comes to inclusion of immigrants, as well as better quality of such activities. Longer term impact of the project is also new creative, digitalised and gamified youth work activities developed for no-geographical-border functioning and reaching globally, and using European and international existence and opportunities for improving and growing.