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#DiYoWo (Digital Youth Work)

2024-3-TR01-KA153-YOU-0002712902024Mobility of youth workersongoing
Countries: TR|RO|MK|BG|EL|RS · Grant: €41,397
Information and communication technologies (ICT)Digital skills and competencesDigital youth work

Objectives

During the implementation of the #DiYoWo (Digital Youth Work) project, the primary objective was to strengthen the professional competencies of 30 youth workers from 6 different countries in the field of information and communication technologies and to enhance the quality of digital youth work through tangible outputs. Within the scope of the 10-day training activity held in Istanbul between 9–18 June 2025, it was aimed for participants to become professionals capable of using digital tools on a pedagogical basis, designing online activities, and conducting digital youth work. The project was structured to support both institutional and individual adaptation to the digitalisation process in youth work. Within the project, the first step focused on identifying the digital competencies needed in youth work and establishing a targeted learning process based on these competencies. Participants were supported in analysing their existing capacities in areas such as digital competence, e-volunteering, online safety, digital content creation, and online interaction. In this context, each participant was expected to conduct a digital capacity assessment within their own institutional framework and define their areas for development. The second dimension of the training aimed to develop the skills of youth workers in designing and implementing online activities. In this context, tools for online meetings and webinars, interactive presentation applications, online boards and collaboration platforms, data collection and feedback tools, video editing tools, and digital design applications were addressed through practical sessions. Each participant was required to produce concrete content using at least one digital tool and to prepare a draft of an online youth activity. The third objective of the project was to integrate the learned digital tools into project development processes within international teamwork. Participants were divided into international groups, and each group was assigned the task of designing a digital youth project based on specific themes. The groups created project drafts using digital planning tools, conducted target group analyses, and presented their project ideas in a structured manner using online presentation tools. The experiential learning approach was the core methodology throughout this process. The project also aimed to develop digital solutions for reaching disadvantaged youth. By including at least two participants with fewer opportunities from each country, a minimum of 12 participants were supported within this scope. Participants were guided to develop strategy drafts for reaching economically, socially, and geographically disadvantaged youth through online platforms and to design e-volunteering models. At the institutional level, the project aimed to enhance the digital strategy development capacity of youth organisations. Participants prepared digital communication plans for their organisations, developed strategies to disseminate youth opportunities via social media, and designed hybrid or fully online activity models. During the training process, it was planned to develop an e-book containing the applications of the digital tools learned, and this output was intended to be used in dissemination activities. One of the final objectives of the project was to strengthen international cooperation and to create a foundation for the development of new Erasmus+ projects. At the end of the training, new project ideas were generated among the partners, and future cooperation plans were established. It was aimed that participants would create a multiplier effect by reaching at least 20 young people in their own countries and disseminate the project results to wider audiences through social media. In this regard, the project aimed to contribute to a sustainable and inclusive digital transformation process in the youth field.

Project partners (6)