The main objective of the project was to increase the capacity of four youth organisations to develop and implement structured, long-term, and motivational volunteering and internship programmes through the use of digital tools and gamification, in line with the needs of young people and the evolving context of non-formal education. We aimed to empower young people by offering meaningful learning experiences that strengthen their civic engagement, personal development, and employability skills. The project also sought to improve the quality of mentoring in youth work by training professionals to use gamified, competence-based methodologies. We intended to support youth organisations in designing inclusive programmes tailored to the needs and realities of their communities, while promoting participation, creativity, and digital competences. A key goal was to develop sustainable tools: a gamified platform, a volunteering methodology, and an organisational development toolkit. Through these, we hoped to foster long-term impact by helping NGOs across Europe improve their internal structures and better respond to the needs of young people entering the labour market or engaging in civic life.
We applied for this project in response to shared challenges faced by youth organisations across Europe, including the lack of structured, long-term, and motivating volunteering and internship programmes. Many NGOs struggled to attract and retain young people, especially in the context of digitalisation and the need for flexible, engaging approaches. We identified the need for a gamified methodology to increase motivation, learning outcomes, and community impact. At the same time, young people and professionals in non-formal education and NGOs needed opportunities to develop skills relevant to the labour market, thus increasing their employability and capacity to adapt to evolving job demands. The project also responded to the need for meaningful, competence-building activities that support both personal development and organisational growth. By combining gamification, digital tools, mentoring, and practical experiences, we aimed to empower young people while helping youth organisations improve the quality, accessibility, and sustainability of their programmes in a modern, inclusive, and future-oriented context.