Back to search

Cyber Heroes 2.0

2023-3-CZ01-KA153-YOU-0001726852023Mobility of youth workersfinalized
Countries: CZ|IT|TR|AZ|FR · Grant: €59,353.19
Digital safetyDigital skills and competencesKey competences development

Objectives

The project Cyber Heroes 2.0 was designed as a two-phase mobility for youth workers responding to the increasing need for digital resilience, online safety and innovative educational tools in youth work. As young people are exposed to phishing, malware, social engineering and data misuse, the project aimed to strengthen the capacity of youth workers to understand these risks and to act as multipliers in their organisations and local communities. The target group included active youth workers, educators and young leaders aged 18–35, capable of transferring their learning to broader groups of young people. In line with Erasmus+ priorities, the project placed strong emphasis on Inclusion & Diversity by engaging participants with fewer opportunities and offering accessible learning formats based on cooperation, peer-learning and intercultural dialogue. The diverse backgrounds of the participants enriched group dynamics and supported inclusive practice in youth work. A core ambition of Cyber Heroes 2.0 was to promote Digital Transformation by building the digital competences of youth workers in accordance with the DIGCOMP framework. The project focused not only on cybersecurity knowledge but also on skills such as digital awareness, critical evaluation of online information, responsible online behaviour and safe use of communication technologies. The project also contributed to Participation in Democratic Life, as digital literacy and the ability to recognise manipulation are essential for informed civic engagement. By understanding online threats and misinformation, participants were better equipped to support young people in participating safely and responsibly in democratic processes. Methodologically, the project was grounded in non-formal education and the experiential learning cycle. Activities included simulations, group work, role-plays, interactive exercises and practical creation of educational tools. These approaches enabled learning by doing and ensured a high level of engagement. The learning process followed the Youthpass framework, supporting development in all eight key competences, especially multilingual communication, digital competence, social and civic competences, cultural awareness and entrepreneurship. Gamification was a key pedagogical tool. Participants explored how game-based methods increase motivation, comprehension and long-term knowledge retention. During both phases of the project, they developed prototypes of educational games on cybersecurity, which served as concrete outputs and transferable tools for their youth work practice. The overarching objectives of the project were: 1. Education & Empowerment: To equip youth workers with essential cybersecurity skills relevant to daily digital life, enabling them to act as “online safety ambassadors” in their communities. 2. Promotion of Gamification in Youth Work: To develop the capacity of youth workers to use gamification and experiential activities as effective educational methods. 3. Cultural Awareness & Collaboration: To foster cooperation and intercultural learning among participants from different backgrounds and partner organisations. 4. Building Strong International Networks: To establish sustainable partnerships, support collaboration between phases and stimulate follow-up initiatives. 5. Innovation and Creative Problem-Solving: To encourage experimentation with new digital tools, creative thinking and innovative approaches in youth work. 6. Development of Key Competences of Youth Workers: To strengthen transversal competences such as teamwork, communication in English, leadership, critical thinking and facilitation skills in line with Youthpass. 7. Self-Growth and Reflexive Practice: To create space for both participants and trainers to reflect on their methods, evaluate their learning and improve future educational interventions. Through these objectives, Cyber Heroes 2.0 aimed to achieve a long-term multiplier effect-empowering youth workers to disseminate cybersecurity knowledge, promote safe digital participation and apply gamified learning tools with hundreds of young people across Europe and partner countries.

Project partners (6)