Young people today are heavily immersed in digital environments, whether for personal communication, education, or professional purposes. However, challenges arise in navigating the growing number of tools and platforms while trying to balance tasks and mental well-being. The European Union (EU) has recognized the importance of increasing the digital literacy of young people under 30, particularly in rural areas, and has developed frameworks such as the eSkills Match EU and DigComp 2.0 to address this need. The integration of digital tools into daily life can offer numerous benefits, such as improved time management, reduced procrastination, and enhanced productivity. However, these tools can also contribute to stress and failure if not effectively used. A critical challenge lies in understanding how young people in rural areas use digital tools and their levels of competence, as well as developing programs that tailor digital literacy education to their specific needs. The youth exchange uses informal education tools, including brainstorming, simulation, role-playing, open and reflective discussions, group work, and practical activities. Young people will create their own informal education activity proposals that they can later use to increase rural youth participation and prevent procrastination. They will learn how to effectively use digital tools for time management, harmonizing activities, and building resilience against procrastination in a multicultural environment. Through informal education methods, we will create an experiential environment that allows achieving educational goals and developing soft skills by ensuring that every participant has the opportunity to engage, express themselves, and learn. The main benefit of informal education is that young people are responsible for their own learning process, and THEY assess their own progress. The final document confirming the impact of the learning process will be the YOUTHPASS certificate. 1. Increase Competence in Using Digital Tools for Youth Work: The aim is to equip young people and leaders of youth organizations with the ability to use tools like eSkills Match EU and DigComp 2.0 effectively, both at national and international levels. This increased competence will contribute to more impactful youth work, enhancing the visibility and usability of these tools in youth-focused contexts. Expected Outcome: Young people and youth organization leaders will be more adept at assessing their own digital competence and understanding their skills' alignment with European standards. 2. Testing the Digital Level of Rural Youth: The Digital Competence Framework (DigComp 2.0) will be used to assess the digital competence of youth under 30, with a particular focus on those in rural areas. By comparing the results across four EU countries, the goal is to better understand regional disparities in digital literacy and tailor education programs accordingly. Expected Outcome: Insights into the digital skill gaps in rural youth, enabling the development of more context-specific educational programmes lead by partner organisations. 3. Innovation in Digital Youth Work: Developing innovative strategies and educational programs for youth work, focusing on enhancing participants' digital competence in a practical context. Expected Outcome: The creation of digital youth work models that improve the self-assessment and development of digital competences in young people and leaders of youth organizations. 4. Reducing Procrastination Through Digital Tools: Focusing on improving the organizational skills of young people by teaching them how to use three specific digital tools for planning, organizing, and managing their daily activities. This will aim to reduce the stress and sense of failure often linked to procrastination. Expected Outcome: Increased confidence and reduced psychological stress due to better time management and organizational skills. 5. Improving Digital Literacy and Procrastination Reduction: Enhancing digital literacy to help young people effectively utilize digital tools in everyday activities. The objective is to equip them with skills that will reduce procrastination and improve overall task management. Expected Outcome: Higher digital literacy rates, improved task completion rates, and better management of procrastination and stress. The implementation of EU digital skills and literacy testing tools through DigiComp 2.0 and DigiWheel will bring significant improvements in young people's digital literacy, especially in the areas of time management, planning and task organisation. This approach will support the development of good digital habits, help eliminate procrastination and improve young people's ability to face digital risks. .