The idea for our course is born from the deep knowledge that storytelling is an incredibly powerful tool for education. It can address creativity, youth participation and employability, critical thinking and social responsibility. Europe at the moment is facing major problems. Among these, the dis-empowerment of young people who feel marginalised from society, can't find their place and don't know (or forget) how to realise their potential in life. On the other side, phenomena like hate speech and online violence (of which “cyberbullying” is only one of its aspects that affects young people directly: 52% of students experience it, and 33% receive some form of threats online. 84% of all cyberbullying takes place on facebook. Source http://www.statisticbrain.com/cyber-bullying-statistics/) are on the rise. Also, racism, intolerance and ignorance can be greatly fueled by storytelling – as demonstrated by the strong use that every totalitarian government has done of it. The main objectives we want to reach are: - to identify and understand key elements and skills for storytelling, and explore their potential benefits for learning, personal development and employability; - to analyze the increased impact that stories (and media) have on phenomena such as “hate speech”, intolerance and open racism. We will discuss the new needs for awareness, ethics and knowledge that come with the social and digital era; - to explore the concept of “transformational storytelling”: using storytelling as an innovative tool to address change and personal development; - to use elements of gamification to make youth work more attractive and accesible to young people (especially marginalised YP); - to create an international network of youth workers and organisations, able to use storytelling to develop skills and methods and to have an innovative impact on local levels. The activities will be based on non formal and experiential learning methodologies, all centered on different aspects of Storytelling. We will work on the most classic and traditional forms (sitting around the fire) to the most contemporary, like cinema, comics and videogames.