The main reason to implement such a project was a concern that creativity learning is yet underestimated in formal education and far less important that academic abilities and achievements. Therefore, we raised the goal to teach educators (from formal education), youth workers to go through creativity flow by bringing an innovative tool LEGO Serious Play. And we saw non formal education (as a domain) as a key player in developing creativity of young people. In order to have a scientific justification we referred to various resources – such as IBM studies which say “Capitalizing on Complexity: Insights from the Global Chief Executive Officer Study" revealed that creativity is the single most important skill for leaders. In a workforce preparedness study conducted by the Conference Board, 97% of employers said that creativity is of increasing importance”. World Economic Forum regularly updates the society on a need to have more creative open-minded thinkers, in order to solve future challenges - Creativity and Innovations will be among top 3 competence by 2022 and will be showing the growing demand after 2022. Another report by McKinsey Institute (November 2017) says that 800 000 000 job places will be replaced by AI, which means those who have creative confidence and ready to take risks will success better on a job market. Thus, creativity becomes important as the literacy. Another reason is that many young people were affected by global pandemic due to COVID-19. Many young people became "hostages" of coronavirus by losing their work or a possibility to do an internship, for example. This made them to rethink and reimagine the future career plans and to draw new ones. Keeping in mind the challenges young people facing today, we decided put the Creativity learning at a core of the project and equip educators and youth workers with valuable transferable techniques in work with young people. They main aim of the project was - provide an affective and practical creativity development tool for youth workers and with its help to strengthen the creative confidence of young people they work with. To reach that goal we have defined the following objectives of the project: 1. Empowering youth educators to think in innovative ways of approaching youth related topics and develop creative solutions to increase the impact and efficiency of youth activities. 2. Equipping participants with meaningful methods of LEGO SERIOUS PLAY and LEGO Education to work with young people. 3. Developing innovative methodologies that increase effective participation of all project-actors The designed programme of TC allowed us not only achieve key objectives of the projects but also compliment the objectives of Erasmus+ programme such as: - improve the level of key competences and skills of young people, including those with fewer opportunities [...] - foster quality improvements in youth work, in particular through enhanced cooperation between organisations in the youth field and/or other stakeholders;