Our project consists of two mobilities: 1- Training for youth educators and young leaders on how to use artificial intelligence in the non-formal education of young people. 2- A youth exchange on the non-formal education of young people in sustainable development using gamification methods. BrAIn Training Training course: The main goals of the training course on exploring Artificial Intelligence (AI) in non-formal education were: Objective 1: To empower youth workers, trainers and educators to learn the core concepts of AI, how these technologies are applied in educational contexts and to identify examples of AI applications in education in order to gain a solid understanding of AI fundamentals which can be tailored to the needs of educators and youth workers. Objective 2: To enable participants to explore the opportunities and challenges of AI and to gain practical insights into the complexities of integrating AI into non formal educational practices and youth work. Furthermore to analyze the potential benefits of AI in education, such as Personalized learning and administrative efficiency, as well as the challenges, including data privacy concerns and job displacement. Objective 3: To enable a group of youth workers and educators from different European and non-European Countries to acquire practical skills in using widely accessible AI technologies in their professional practice effectively. Objective 4: To develop a deeper understanding of ethical responsibilities for educators and youth workers in the age of AI, as well to identify and explore ethical considerations in AI adoption, with opportunities for participants to reflect on their own values and beliefs and how they intersect with AI ethics in education. Objective 5: To develop a technical and educational resource tool for youth workers, emphasizing the practical applications of AI in educational settings and providing guidance on integrating AI tools and technologies into efficient learning content creation and youth work practices. Youth Exchange: Your Game for Green Futures: The main objectives of the youth exchange project, focused on creating physical and online educational games, were: Promote Creativity: Encourage youth to unleash their creativity through the creation of both physical and online educational games that instilled values of sustainability, environmental stewardship, and responsible behavior. Promote Inclusion: Ensured that games are inclusive, catering to the needs of diverse youngsters, including those with disabilities and fewer opportunities. Raise Awareness of New Technologies: Encourage youth to use new technologies in a positive context. Highlight Positive Aspects of Educational Games: Enhance cognitive skills, problem-solving abilities, and critical thinking of the target group, and increase their engagement through educational games creation. Allow young people to explore the synergy between physical and online games, to promote sustainable development and social inclusion through common reflections and creativity. Engage Youth in Game Creation: Empower youth to actively participate in the creation of their own games, whether through technology or traditional methods, fostering a sense of ownership and pride. Both projects shared an overarching aim to engage young participants actively, develop their skills and understanding, and empower them to address relevant societal challenges through innovative and interactive approaches.