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Hybrid Action Space (HAS) Next Level 1

2023-3-NL02-KA210-YOU-0001713212023Small-scale partnerships in youthfinalizedGood practice
Countries: NL|BE · Grant: €60,000
Digital skills and competencesQuality and innovation of youth work

Objectives

The primary objectives of our project are: 1. Develop a 12-Week VR Coaching Program: This immersive curriculum aims to re-engage youth by utilizing Virtual Reality (VR) coaching, making learning more relatable and effective. 2. Enhance Youth Workers' Capacities: We provide comprehensive training and resources, including a detailed handbook, to equip youth workers with the skills to proficiently integrate VR technology into their practices. This includes coaching youth using specific VR applications and gamification techniques to develop competencies such as communication, teamwork, and leadership, thereby improving employability. 3. Develop Supportive Materials: Creation of a handbook, VR training program, and VR coaching software to empower youth workers in guiding youth back to education, employment, or entrepreneurship.

Background

Our decision to apply for this project was driven by the urgent need to address the challenges faced by disengaged youth, particularly those who are homebound and disconnected from traditional educational and social pathways. Identified Needs: 1. Re-engagement of Disconnected Youth: o Global Prevalence: An increasing number of young people are not participating in society; they avoid school, are unemployed, and often retreat to their rooms, frequently immersing themselves in gaming. o Ineffectiveness of Traditional Methods: Conventional educational and therapeutic approaches often fail to resonate with these individuals, necessitating innovative methods to capture their interest and facilitate re-engagement. 2. Empowerment of Youth Workers: o Need for Technological Proficiency: Despite the growing popularity of virtual reality (VR), many youth workers have yet to integrate it into their practices. Equipping them with VR skills is essential for effective engagement with tech-savvy youth. o Comprehensive Training: Youth workers require training on how to locate, communicate with, and involve these young people through VR, practicing communication, social interaction, leadership, and ownership in a safe and effective way.

Project partners (3)