The idea for this project was developed throughout the implementation of two strategic partnership projects - Breakout Box and Gamifying Education, implemented by 3 of the partner organisations. During the last 5 years, these organisations, in cooperation with dozens of others throughout Europe and South Caucasus, have been working in the field of gamification and game-based learning, implementing activities such as: mobilities of young people and youth workers on educational role-plays and simulations, board games and escape rooms strategic partnerships on exchange of good practices strategic partnerships focused on innovation, one of which serves as a basis for this mobility creation of playversity.co, an online hub for educators, youth workers and educational game creators who wish to bring innovation to their teaching practice This project aims to bring innovation in non-formal education (namely the breakout boxes methodology based upon educational escape room methods) to a wider range of organisations and youth work practitioners. The idea of this project stems from 3 basic needs: The need to innovate the learning process by making it more immersive and interactive. This need stems from a general change in young people these days. Generally lower attention spans observed in young people can be challenging for educators. Involving game-based learning elements contributes to learning retainment levels and serves as a tool to spark interest in pupils and other learners. The need of catering to differently sized groups. Many youth organisations and youth centres have struggled with numbers of young people present on a daily basis, as well as with fluctuation of this number. This fluctuation was later reinforced by covid-19. Breakout box approach offers scalability and can be implemented with groups ranging from 2 to at least 30 people. The need for digitalisation. Covid-19 brought an increased need to digitise the learning process. The breakout box approach can be used to develop educational games which are fully digital or blended, with use of tools such as automated forms, emails and online research. The project aims to promote the use of game-based learning methods in youth work and explore the application of educational escape games through training youth workers to assess learning needs of young people, adapt game-based learning methods and develop breakout box games in correspondence with them. The project sets next objectives: - To discuss youth trends in participants countries and extract current learning needs from participant's working experience with youth - To introduce game-based learning to youth workers/youth leaders to incorporate in own work - To explore escape games, puzzles and breakout boxes and their adaptation to serve as educational tools - To introduce escape boxes as a tool for involvement of young people and explore successful examples of the use of breakout boxes in youth work - To equip participants with methods for idea development and learning design that is transferable to socially relevant topics - To equip participants with tools for developing breakout boxes with educational value based on relevant social issues or necessary competences for youth - To develop and test a set of 5 educational breakout box concepts to be used in the youth work field - To create an online printable breakout boxes resource