Digitalisation and innovation of Youth work methodology for inclusion of immigrants

  • Project: Digitalisation and Innovation of Youth Work Methodology for Inclusion of Immigrants
    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 an inclusive community with active citizenship has evolved in recent years due to the realities of today’s society, where technology plays an increasingly significant role, influencing every aspect of our lives. Therefore, we believe that the approach to youth work focusing on inclusion and active citizenship should be reimagined and adapted to digitalisation and other innovative aspects that have become standard in young people’s daily lives.

This project addresses the needs of youth and youth workers, aligning with the latest European findings that emphasize the necessity for innovative youth work approaches. These approaches should cater to young people who spend much of their time online and no longer frequent (local) youth centers/clubs as much.

Project Objectives

  1. Empower youth workers with knowledge and skills to implement digital tools and integrate online youth work in their daily activities, with a particular focus on inclusion, through the development of an innovative and up-to-date toolkit, course, and handbook.
  2. Strengthen youth workers’ capacities and improve knowledge management within youth work organizations by building competencies in gamification and adventure/escape room methodologies for online and offline youth work inclusion of immigrants, using an inspiring curriculum, e-learning course, and toolkit.
  3. Motivate more youth workers to organize creative and innovative online and offline youth activities using gamification methodologies, including affordable, low-cost adventure rooms, for both mainstream and marginalized/immigrant youth.
  4. Attract more immigrant youth to participate in youth work activities by multiplying innovative low-cost adventure rooms in communities, thereby increasing inclusion among youth.

Direct Participants/Beneficiaries:

  • 10 employees/project managers and assistants
  • 18 teachers/trainers/researchers and technicians working on intellectual outputs
  • 20 multiplier youth workers testing outputs with at least 100 young people (with fewer opportunities) at the local level
  • 13 youth trainers participating in LTTA
  • 150 participants in multiplier conferences, with at least 100 youth engaging in low-cost adventure rooms during multiplier 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: “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 (HR, SE, RS, DE)
  • M5: Final Evaluation Meeting

The project will directly impact organizational capacities. We anticipate positive, long-lasting effects on partner organizations, which will enhance their ability to deliver quality youth inclusion activities using innovative approaches involving digitalisation, gamification, and adventure rooms in their online and offline work with young people.

Thanks to the intellectual outputs, LTTA, and multiplier events, additional educational workshops will be organized to empower youth workers in our organizations and communities on the topics of digital youth work.

Long-Term Impact:
The project will result in new, creative, digitized, and gamified youth activities designed for non-geographical border functionality and global reach. This will leverage European and international opportunities for growth and improvement.