During various youth projects where different digital tools and games are used, usually, there is this comment: ”Wow, I feel so old, as I haven’t known about these tools”. This was the idea that brought this project into life. Thus, information society has its own demands and ways of rapid growth. And every now and then, youth workers/leaders need to update their knowledge and skills regarding new technological educational methods. This will allow them to respond to the needs of young people in an innovative and interesting way. Online and digital learning and entertainment tools are willy-nilly filling our lives. So, youth workers and youth leaders are more than responsible for being on the same page with current changes, to provide an adequate and interesting learning and inclusion environment for young people. In this way, youth work will be more effective, catchy and useful, providing new learning and growth methods/environments for young people. The project aimed at promoting the enrichment of digital methodology of youth workers and youth leaders in their learning and working processes with young people by introducing and on-spot practising a range of new innovative digital and online tools. The objectives of the project were: -Identifying soft skills competency gaps firstly in youth work and then among young people for their literate and reasonable usage of online tools as a learning pathway - Sharing best personal approaches of youth workers and leaders towards effective youth work through digital and online self-assessment and learning tools in youth work -Experiencing and going through various new innovative digital learning tools to master their effective usage in youth work -Replenishing the non-formal education toolbox with new sets of tools related to the digital world used within the project -Coming up with follow-up activities in the principle of multiplication fostering quality improvements in youth work, enhancing soft skills of young people for participation and social inclusion.