The project was implemented to address the critical and growing importance of cybersecurity in an era where technology meets every aspect of life. The objectives of the project were multifaceted, focusing on education, empowerment, and collaboration. Below is a detailed exploration of the project's objectives and goals: One of the primary objectives was to provide comprehensive education on digital and cyber security. This included understanding the various threats posed by social engineering and manipulation techniques that attackers use to exploit users. The project aimed to equip participants with the knowledge to recognize and counteract these threats effectively. Participants were educated on a variety of cyber threats, including different types of malware, phishing attacks, and other tactics that exploit user vulnerabilities. The training explained the mechanics behind these threats and identified common signs of security breaches, equipping participants with the knowledge to recognize and counteract these threats effectively. Additionally, the program covered essential topics such as privacy protection and secure password management. Participants learned about the importance of protecting personal and organizational data, the implications of data breaches, and practical methods to enhance privacy. They were also taught how to create and manage strong passwords, use multi-factor authentication, and other best practices that form the cornerstone of good cyber hygiene. These sessions were designed to increase overall digital security awareness and provide participants with the tools they need to protect themselves and their organizations from cyber threats. Formal education methods often fall short in engaging students effectively. By incorporating gamification into non-formal education, the project aimed to make learning about cybersecurity more engaging and effective. Gamification involves using game design elements in non-game contexts to motivate and increase students' engagement. During the training course, participants received theoretical background about game based learning and gamification, they tried various educational games (GetBadNews, The Final Test, Dont Feed the Duck, etc), escape game, educational games created by Fakescape and furthermore, they developed their own games that might be implemented in their home countries. Participants were supported to do so between stages under the mentoring of Fakescape facilitators and they were given feedback and tips on the second stage. Given that cybersecurity threats are not confined to any single region, improving understanding across multiple countries was essential. The project aimed to create a more informed populace that can better protect itself against cyber threats and participants shared their knowledge about cyber security policies in their countries. They were asked to search e.g. information about national policies, offices and other initiatives that shape the cyber security of their countries. In this context, Alla, a participant from Ukraine, played a pivotal role. She brought a unique perspective on the cyber warfare currently taking place in Ukraine, sharing firsthand experiences and the specific challenges her country faces. Alla's insights were particularly valuable, shedding light on how cybersecurity strategies are adapted in a conflict zone and the importance of robust cybersecurity measures during such crises. This contribution not only enriched the discussions but also highlighted the real-world implications of cyber threats and the necessity for international cooperation in cybersecurity efforts. The project also aimed to foster intercultural exchange and understanding. By bringing together participants from Azerbaijan, Georgia, Turkyie, Spain, Czechia and the Netherlands, the project encouraged the sharing of diverse perspectives and experiences as the geographical and cultural differences were explored and shared between the participants. This intercultural experience was intended to build strong relationships and networks that could support future collaborations, especially thanks to the fact that they were working on their own games in international teams. Increase the employability and participation of youth workers, develop their personal skills, and increase their efficiency: Enhancing the employability of youth workers was a significant objective. By providing them with valuable skills and knowledge in cybersecurity, the project aimed to make them more attractive to potential employers.