The "Connect & Play" project aimed to empower youth workers from our partner organisations by equipping them with essential knowledge, skills, and methodologies to improve their ability to connect with target groups, facilitate group dynamics, and create engaging learning experiences. The project was designed to enhance the quality of youth work through structured training, non-formal learning methods, and innovative approaches. The key objectives were: 1. Enhancing youth workers' skills in facilitating groups: many youth workers struggle with managing group dynamics, engaging participants, and handling difficult situations. The project aimed to provide training in group psychology, leadership, and conflict prevention, ensuring that youth workers feel confident in their facilitation skills. This objective was met fully. 2. Integrating play-based learning: recognizing the power of play in learning and personal development. The project aimed to incorporate interactive, playful elements into training sessions. Research shows that play-based learning enhances knowledge retention, self-expression, and problem-solving abilities, making it a key component of the methodology. This objective was met fully. 3. Learning human-centered learning approaches: the project shifted the focus from content-centered education to participant-centered learning. Youth workers were trained in human-centered learning design, a methodology that emphasizes empathy, rapport-building, and recognizing social belonging patterns within groups. This objective was met fully. 4. Promote critical reflection and active listening: the program encouraged youth workers to move from traditional teaching models to a facilitation approach that prioritizes critical thinking and active listening. Influenced by Nonviolent Communication (NVC), youth workers were trained to ask impactful questions and guide young people in their self-development rather than simply providing information. This objective was met fully. 5. Introducing digital tools and virtual learning platforms: the project aimed to integate digital tools and blended learning methods to support youth workers in delivering both online and offline activities. We planned to introduce Zoom, Miro, Canva, and Trello, helping youth workers design and implement engaging digital learning experiences. This objective was not fully achieved, because the focus was on the offline interactions with groups. However, we did introduce digital learning elements. 6. Fostering entrepreneurial mindsets in youth work: Youth workers would gain skills in using entrepreneurial tools such as Design Thinking, Ikigai, and Business Model Canvas, helping them manage and sustain their initiatives while supporting young people in career development. This objective was not met, since it was not the need of the group. 7. Ensuring sustainability and impact in the long term. This objective is fully met. We developed lasting resources, such as articles and educational videos, as well as support systems and connections on professional level - between our ogranisations, between the participants and with local actors. We ensured that the project will have an impact long after it is over.