The common need for this project has been identified by all the partner organisations involved, we have developed and implementing local projects and initiatives in our countries aiming at social inclusion and empowerment of young people from different backgrounds. From our experience working with our target groups, we noticed common issues related to all the youth we work with. In the generation of internet-based social networking, young people today are more connected to one another than ever before in human history; and yet, in their “unplugged” lives, youth seem to be more disconnected than ever much more in the last months due to the global pandemic and the forced social distancing. We observed in the last months due to the pandemic situation, that diversity is approached from a negative perspective, multiculturality becomes a problem, differences are used to oppress and discriminate others and hate speech can be appreciated with its subsequent exclusion and conflicts, in some cases even leading to violence and radicalisation among youth. In order to address these needs we aim to provide youth workers that are working directly with youth at risk of social exclusion, with non-formal education methods that are inclusive, engaging and universally understandable: Educational Games. The richness and need of using Educational Games to tackle social exclusion and other social issues have been widely experienced during generations of youth workers. The impact of using Educational Games in youth work is not only visible in the personal sphere of the socially challenged youngsters (self-knowledge, self-expression, empowerment and self-esteem) but also in the social self, allowing them to get to know each other and motivating connections with the others, accepting and celebrating their differences and respecting diversity in their everyday lives. Games have a strongly powerful effect on transforming relations between youngsters, can resolve conflicts, inspire and empower. When we play, we get united: cooperation, teamwork and inclusion happen naturally inside the safe space created by the context of Educational Games. In addition to this, games can be played also from distance, in online ways, building as well cooperation, sense of community etc, supporting to make the next step when physically together. Among our partner organisations we recognized the need in the youth field to have more competent people dealing with youth, who have knowledge and experience in designing, leading and fostering creation of new methods which involve educational Games. That is why we want to give a chance to our youth workers to get equipped with skills and methods needed to facilitate workshops, training, camps, daily work with youth and youth workers create new methods specifically involving Educational Games that powerfully address the topic of social inclusion both online and in person games. The aim of the training course is to empower and give youth workers frameworks and space to be flexible in the process of activity, assessing the needs of the group they are working with, connect with them, rising quality of participants work back home in their organizations and practice high quality educational games that address social inclusion. Our objectives were: - Understanding of the role of youth worker in a position of trainer/ facilitator - Planning and implementing programs for non-formal education activities (workshops,trainings etc.) including in them online and in person Educational Games adapted to their work with young people at risk of social exclusion. - Improvement of teamwork skills and leading a team. (working in large teams, small teams and pairs) - Explore and implement Educational Games as a powerful methodology for youth workers directly working with youth at risk of social exclusion. - Create a set of high quality educational games on inclusion and social topics in the frame of non formal education and experiential learning. - Apply the knowledge and skills acquired by developing and facilitating youth programs with non formal education methods and educational games in their organisations during the Local Action Phase, having a direct impact on local communities, sharing them with local NGOs and youth workers working for the empowerment and social inclusion of youth at risk of facing social exclusion. Our project supported KA1 objectives aiming to “improve the competences linked to the professional profile” of youth workers by providing innovative tools for designing better educational games. This will promote a “better quality of their work and activities in favour of students, trainees, [...] young people and volunteers” transferring positive values to the hard to reach young people and thus prevent violent radicalisation, which is one of the 2020 E+ focus, having also an eye to the current situation generated by the global pandemic, offering not only learning opportunities in person but also online.