The overall aim of this project is to raise the quality, innovation, and inclusiveness of youth work by equipping youth workers with creative digital tools that match the realities of today’s young people. Youth workers across Europe are increasingly expected to respond to complex challenges: integrating refugees and migrants, engaging NEETs, supporting rural youth, and promoting democratic participation. At the same time, young people’s preferred ways of learning and communicating are changing rapidly, with digital platforms, social media, and visual storytelling becoming dominant. Traditional youth work approaches often struggle to connect with these groups. This project introduces digital comics created with Web 2.0 tools as a methodology that is engaging, youth-friendly, and accessible. By doing so, it empowers youth workers to involve disadvantaged young people in meaningful learning, civic participation, and intercultural dialogue. Specific Objectives 1. Build the digital and creative competences of youth workers The project will train 32 youth workers from eight partner organisations in the use of Web 2.0 platforms such as Pixton, Canva, and StoryboardThat during Mobility 1 in Munich (May 2026). By acquiring these skills, youth workers will be able to design innovative non-formal education workshops that use comics to communicate complex ideas in simple, visual formats. This responds directly to gaps in digital competence identified in the consortium’s needs analysis. 2. Strengthen youth workers’ ability to foster inclusion and participation A central objective is to make youth workers more effective in engaging disadvantaged young people — including refugees, migrants, NEETs, and rural youth. Through Mobility 2 in Eskişehir (October 2026) and local pilot workshops, participants will learn to use comics as a medium to overcome language barriers, build empathy, and encourage dialogue. This objective ensures that youth workers can use creative approaches to make excluded young people feel seen, heard, and active in their communities. 3. Provide youth workers with structured, replicable methodologies The project will produce a Digital Comics Toolkit co-created by participants. Developed during the mobilities, tested in local workshops, and finalised before dissemination, the toolkit will contain step-by-step guides, templates, and adaptable workshop models. This ensures that the methodology is not a one-off training outcome but a practical, reusable resource that youth workers can apply in their daily work, both within and beyond the consortium. 4. Enhance youth workers’ competences in addressing European values Another objective is to build the confidence of youth workers in discussing EU citizenship, democracy, and human rights with young people. Comics will serve as an engaging entry point for these often complex or abstract topics, making them more relevant and understandable. By applying visual storytelling to civic education, youth workers will be able to raise awareness among disadvantaged youth and foster their participation in democratic life. 5. Build a European network of youth work practitioners The final objective is to strengthen cooperation between the eight partner organisations and their youth workers, creating a sustainable European network skilled in arts-based and digital inclusion methods. This will be achieved through international mobilities, local workshops, and joint dissemination events. In the long term, this network will continue to share practices, develop follow-up projects, and multiply the impact of the methodology at local, national, and European levels.