The main inspiration for creating the youth exchange project “Level Up Learning” came from the discussion with our partner organisations about the main concerns in education. We all agreed that traditional education is no longer engaging for young people. We also shared our observations regarding the common trend in our countries: youngsters do not find motivation to study or enjoy the process; they feel disconnected from education and learn only for one reason - to pass the exams, without even understanding the context. Therefore, we, INTEGRA and our partner organisations, saw an urgent need to address this issue by offering them something different. We saw game-based learning and gamification as an approach which enhances their curiosity and performance level. With this project, our main goal was to explore and show the power of game-based learning and gamification. We wanted to use these methods as a tool to turn education into an engaging, creative and motivating process. Therefore, we aimed to show youngsters that learning with games, challenges and game-based elements can be more enjoyable, interactive and effective than traditional methods. First, together with our partners, we defined the issues, needs of youngsters and how our project could address those needs in our communities. We discussed the local realities from each country, and found out that not only us but many countries still use outdated educational methods without using innovative tools such as game-based learning or gamification. Mainly this approach results in the lack of interest and engagement among youth, as well as the lack of practical skills to implement engaging educational activities. As a result, we together decided to create this project and address this gap with non-formal education, game-based learning, gamification, digital tools and intercultural exchange. Objectives of our project: Raise awareness young people about the benefits and importance of game-based learning and gamification through non-formal education. Empower young people with practical skills and knowledge about implementing game-based learning and gamification techniques. Promote inclusivity and accessibility in education by designing games and gamified learning experiences that provide to diverse learning styles and abilities. Inspire young people to join digital/game-based activities by teaching them how to integrate these methods and helping them create activities that can make a positive impact on society. Give young people the opportunity to try out gamification and game-based learning themselves, they can see how informal learning works and how effective it can be. Promote Erasmus plus opportunities. Each involved organisation defined their own goals that they wanted to achieve through the project: INTEGRA, coordinating organisation, aimed to empower the youth with innovative learning methods and equip them with practical skills in digital and game-based learning (DGBL) and gamification. We wanted to also to promote non-formal education and Erasmus+ opportunities in Poland to inspire youth to think positively and creatively about the learning process. Wisdom Tutoring Factory, wanted to empower Georgian youth to overcome barriers and encourage them to use digital tools creatively. They wanted to address the issue of limited opportunities in Georgia and increase international collaborations. As a host, they had an opportunity to enhance organisational experience in implementing non-formal educational activities. Natural Intelligence aimed to enhance the creativity of Armenian youth and make them understand how important this skill is in a digitalised world. By engaging in this project, they wanted to expand their connections with European organisations and international collaboration. Besides, their main aim was to provide practical experience in using innovative and digital tools for youngsters to build confidence, creativity and problem-solving skills. For Antalya Gönüllü Gençlik Grubu, the most important aspect was the youth engagement and their active involvement in educational and social settings. They wanted to show to the Turkish youth that the learning process can be fun, non-stressful and impactful at the same time. Moreover, they saw the project as a chance to motivate youth to take initiatives that foster civic responsibility, engagement and tolerance. Kartu Projektai aimed to promote active citizenship and engagement in community initiatives by using modern tools. By implementing this project, they also wanted to equip Lithuanian youth with practical experience, integrate new tools such as game-based learning and innovative approaches in their environmental activities. Midnimo Organisation saw the project as a way to inspire inclusion among people with minority backgrounds. They aimed to equip those young individuals with leadership and confidence to organise activities that support positive social change.