The project addressed the need for increase in youth participation throughout Europe by increasing youth workers’ capacity to use innovative NFE tools and methods in youth work. Context: Even before the COVID-19, multiple studies and surveys were showing that in recent decade the level of youth participation in political and social life has been decreasing steadily in all countries of EU. 3 years into the reality of pandemic, studies show that opportunities for social engagement and community action for young people fell by about 50 per cent (studies done by UNESCO and Council of Europe in 2021). In our organisations we also feel the increasing difficulty to keep young people actively involved and motivated, especially in the everchanging and uncertain environments. Therefore, we have been looking for more engaging and inspiring non-formal education methodologies both offline and digital to use in our work. With partners from Denmark and Poland, we have been working a lot on the topic of gamification in youth work. But the further we collaborated, met and discussed, the more we realised we need to implement more varied set of innovative techniques. By researching recent studies and talking with other partners, we have come to understand that we want to focus on such methodologies and approaches as blended learning/digitalisation, gamification, edutainment, and attention management. Also we have identified the partners in our network that have been expressing similar interests and needs. Upon conducting the need analysis we have agreed, that the ideal format is a training for trainers, where experienced youth workers from our organisations who are directly involved in NFE activities can come together, exchange best practices and significantly improve their knowledge and skills in innovative methods. Therefore we stated the aim of the project to be: To increase the trainers’ and facilitators’ knowledge and skills in innovative educational methodologies in order to increase the level of youth participation. We reached this aim by fulfilling the following objectives: To increase youth workers understanding of youth participation, its levels and the main challenges it faces in european context today To equip the pax with knowledge and skills of the most innovative NFE methodologies that foster participation (Blended education/digitalisation, gamification, edutainment, attention management) To let the pax analyse and exchange information about youth participation in their home communities as well as best practices for addressing disengagement To create the space for youth workers to try out innovative NFE methodologies and tools as well as give and receive feedback to each other To let the participants create innovative educational products for their relevant target groups