This contract contemplates 2 set of mobilities, one mobility for professionals and one for mobility of young people. ‘‘YOUth are the Voice’’ Mobility of Youth Workers’s main objectives were 1. Develop bases on communication, public communication, influence, persuasion and rhetoric and how this applies to social media and how messages and values are transmitted to the general public and audience; We achieved by the methodology itself, as participants had to simulate their presence in historical non-violent struggles which took place in a time when social media did not exist, and had to pretend it did and how they would use it. Therefore in this simulation they took movements that at their very start they were minorities and slowly grew in supporters and activists, reflecting how a movement today could benefit from a smart use of social media. A side-effect, unexpected one, was how much effort the participants put in investigating the movements themselves and the real history behind it. 2. Develop the skills and abilities of youth workers to support the active participation of young people in the context of the local communities, through the use of instruments and methods of social media. For this purpose the training was structured in a way that every morning participants would be intensively trained on tools such as: structure of communication, communication and psychology, photography and video making, rhetoric and persuasion, web tools and later would implement them in their media-lab groups building on the messenger tools they are step by step developing throughout the program. Above expectation was that some participants went to investigate and discover other tools by themselves, and on their own finding out how to best embed and combine them. 3. Identify opportunities for engagement of local communities and design and develop Action plans for the use of social media in the local contexts of reference. The completion of this objective was achieved when speaking marketing, positioning and branding, especially concerning targeting communication in advertisement focusing on the fault that often social communication targets those who already agree with the message, and same with the messages conveyed by a number of NGOs, reaching out for likeminded people and discriminating or excluding those who disagree. This was a major point of reflection for most participants. ‘‘Learning Through Board Games’’ Mobility of Young People’s main objectives were: - to explore games as learning tools in different settings and develop strategical thinking, inclusion and non violent communication 1. To introduce tips and principles of "gamification", to apply in education (discussing also their negative side effects) Our aim in this objective that, Formal education right now doesn't equip young people with skills and knowledge needed for modern world: media literacy, critical thinking, leadership skills. The idea of strong, autocratic leaders who try to impose national or local interests with all tools, including military options is not the only possible concept for "leadership". It is in our interest as citizens (and humans) to spread new definitions for it, and different approaches to communication and conflict and identifying the following. 2. to empower young people and youth leaders and equip them with tools to increase confidence, literacy and life skills, reduce radicalization and xenophobia, and promote a less violent Society Part of it is related to the values dominant in society: fear, authority, an aggressive need to suppress different opinions and prevail over "opponents", affirming our identity even at the expense of someone else's. Propaganda and toxic (sometimes "fake") news are influencing elections and public opinion more than political programs, and an effective system of prevention is necessary to preserve the health and maybe the very existence of democratic institutions. Therefore we would like to EMPOWER YOUNG PEOPLE AND YOUTH LEADERS how to Improve social skills and leadership competences through design, creation and use of board games. Therefore we wanted to create an environment where they could discover more about narrative and mechanics in game design and use it as a direct source for inspiration on leadership competences. 3. to develop Education Games based on the learning needs of different youth target groups The main idea was to introduce & experience the methodology of "Game-Based Learning" (GBL) and different types of "serious gaming", and for each of them discuss positive & negative aspects, in which contexts they can be used, to reach which objectives. 4. to Analyse learning achievement and recognise learning progress in gamified tools Some of the types of games we introduced: Role Playing Games (like "Destinies"), Boardgames (such as "Dixit" and "Pandemic"), Digital Games (Mansion of Madness), creative game systems (Financial Literacy Game).