This project’s concept was initialized in 2019 by IPTA and submitted to the Romanian NA in 2020 as a youth initiative that promotes the outdoor education as a mean to address sedentarism and unhealthy habits that are widespread among youngsters. The main rationale of the project followed the results of the Eurobarometer Report from 2018 which indicated that “the proportion of those who say they never exercise or play sport has slightly increased from 42% to 46% Europe-wide, and this is a continuation of a gradual trend since 2009” (ec.europa.eu). In addition to this, the WHO indicated that “approximately 3.2 million deaths each year are attributable to insufficient physical activity” (who.int). This rationale was at the center of our decision to implement this project and it has not changed during the pandemic, even more, it increased as complexity and relevance. We considered the common need expressed by all partners, namely the high prevalence of sedentarism among their beneficiaries and the reduced interest in physical activities. All the partners are working with youngsters who are facing disadvantages such as poverty, precarious family background, domestic violence, unemployment and geographical obstacles, and the incidence of sedentarism amplifies these factors. A part of the participants included in this project were facing these situations. Furthermore, during the pandemic, the tendency of the partners’ beneficiaries was to disregard almost at all practicing indoor and outdoor physical activity, as they used to associate it with negative feelings, such as shame, weirdness, socially maladapted, anxiety, labelling, at least in the first part of the pandemic. Despite the high potential of socialization generated by sport, this mean of interaction was not considered as a priority activity for the target group of our project neither before, nor during the pandemic. Following our research prior and during the implementation, we observed that outdoor education is not mainstreamed by youth organizations, especially during a lockdown. Therefore, we launched and implemented a youth initiative that increased the attractiveness of outdoor education and physical activities for the target group and promoted this concept as a meaningful way to discover other cultures and realities in Europe. The structure of the partnership consisted of 5 organizations from Romania, Latvia, Estonia, Northern Macedonia and Slovenia. We used a methodology based on the NFL principles, mainly focused on outdoor tools, seeding in the participants’ consciousness the benefits of physical activities and outdoor exploration. One important aspect addressed during the project was the relationship between sedentarism, limited engagement in outdoor activity and social exclusion, self-marginalization. The target group was represented by young people who have a limited interest in engaging in outdoor activities, mainly those who are not exposed to this practice on a current basis due to various limitations. Eventually, we worked with a mixed group of 23 participants, 16 to 23 years old. The project objectives that we considered initially are listed below: - Raising awareness of the importance and accessibility of outdoor/indoor activities for 30 young people until the end of the project; - Increased interest in exploring outdoor activities for 75% of participants until the end of the YE; - Developing a proactive attitude towards outdoor and indoor sports through demonstrated through a number of 10 publications for each national group until the end of the project. In addition to these objectives, we also wanted to increase the visibility of outdoor education in the local community by engaging with local bodies and with youngsters living there. Also, we intended to demonstrate that outdoor education can be facilitated with a limited amount of resources by reusing materials and products that might be considered waste. In line with this, we combined the use of online digital tools as a resource for facilitating outdoor education, hence converting the sole screen-based entertainment into screen-nature experience.