By implementing the NFE Box Set project, we aimed to strengthen organizations, individuals and young people and consequently increase the quality of work with young people. Through the principle of universality, which is the main aspect of the NFE Box Set project, diminishing the problem of complexity in the realization of games / exercises. Due to its easy application and adaptation, facilitating greatly working with young people and other target groups on the defined youth priorities. Hereby strengthening the capacity of organizations in the non-formal and formal education sector, as well as increase the capacity of young people. Creating a large impact at the local level, primarily due to the networked way of working of the partners and associated partners whom supports in the implementation of the project. Furthermore, once the partners are involved in many Erasmus+ projects, and many international trainings, an additional impact at the European level is also expected. This project also aimed at reinforcing the sustainability of each one and of the youth field in general, once from the very start, there was a full adaptability (e.g. offline and online combination) foreseen towards different possible future reality scenarios.
With this project, we aimed to strengthen the capacities of our parent organizations, associated partners, youth workers, teachers and young people who participate in the work we do and the values/competences we promote. The created project results, an online and an offline version, is an answer to the need assessed as a result of interviews with youth workers, organizations, trainers and facilitators. An analyse of this field survey made clear that in the field of youth work there is an very large number of different tools, methods and exercises but they are largely focused on one priority, competence or problem. Many educators do therefore focus mainly on 1 or few competences and youth priorities. An answer to this was the creation of 1 toolbox which covers minimum 5 different youth field priorities. This under the format of an educational board game, both offline and online possible. With the use of Design Thinking approach, gamification techniques and regular testing during the process, such a toolbox is now created. The toolbox follows the principles of non formal education and simplifies the process of acquiring new competencies, and additionally increases the creativity of the learners.