The project aimed to leverage digitization in the tourism sector to empower youth organizations and young people. Key objectives included providing a Digital Tourism Toolkit to equip youth workers with resources to support young people, especially through volunteering initiatives for vulnerable groups. The Digital Tourism Experience was designed to develop critical skills in research, storytelling, digital content creation, marketing, and social responsibility, thereby facilitating young people's transition into the labor market. The project also sought to enhance the capacities of youth organizations by initiating digital transformation through new technologies in youth work. Additionally, it aimed to promote inclusion and diversity by creating volunteering experiences led by young people for vulnerable groups, aligning with the Erasmus+ strategy. The project intended to provide young people with key digital competences, fostering an entrepreneurial mindset and enhancing skills in analysis, creativity, problem-solving, communication, and innovation. Finally, it aimed to promote a more inclusive tourism model that diversifies offerings for vulnerable groups, inspiring social entrepreneurship initiatives.
The COVID-19 pandemic has increased youth unemployment rates, altered educational methods, and affected socialization habits. According to the ILO report "Youth and Covid-19" the job-seeking process for young people has become more challenging, and uncertainty has increased. Digitalization offers new opportunities for youth, but it requires digital literacy and skills. Based on these needs, our project's aim was to enhance the competencies of young people in digital tourism, facilitating their integration into the labor market.Digital tourism enables young people to contribute to society through volunteering and social entrepreneurship. The two outputs developed within the project, the Digital Tourism Toolkit and the Digital Tourism Experience, have supported young people's skills in research, storytelling, digital content creation, and marketing. The project aimed to improve the essential competencies of youth, such as creative thinking, problem-solving, and communication, enabling them to compete in the labor market. Additionally, the project sought to bridge the digital divide, ensuring equal access to digital tools and resources, promoting inclusivity and empowering vulnerable youth groups.