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Who Am AI?

2026-1-DE04-KA152-YOU-0004002882026Mobility of young peopleongoing
Countries: DE|AT|CZ|TR|IT · Grant: €41,279
Entrepreneurial learning - entrepreneurship educationDigital skills and competencesDigital transformation planning and implementation

Objectives

“Who Am AI?” is a Youth Exchange that supports young people (18–25) from five European countries to navigate an AI-driven information environment with critical thinking, ethical awareness, and youth-led agency. In youth work, we increasingly see two linked needs: (1) young people are exposed daily to misinformation, deepfakes, manipulation, and polarising online dynamics, while being expected to “use AI” for learning and work without clear guidance on rights, risks, consent, privacy, and bias; (2) many young people use technology constantly but rarely experience themselves as capable creators who can shape digital tools and narratives responsibly. This project addresses both needs through accessible non-formal education and experiential learning. Objectives (youth work perspective): 1. Strengthen media and AI literacy through practical non-formal learning so participants can apply a simple verification routine to real examples of misinformation and synthetic media. 2. Build critical thinking and safer online habits, including recognising manipulation techniques and reflecting on emotional triggers. 3. Develop ethical digital citizenship competences (privacy, consent, bias/fairness, responsible AI use) through scenario-based learning and group reflection. 4. Strengthen intercultural competence and European cooperation through mixed-country teamwork, dialogue, and collaborative challenges. 5. Increase initiative and entrepreneurial thinking by turning a real community need into an ethical “tech-for-good” mini-concept and communication plan. 6. Ensure inclusive participation of young people with fewer opportunities through tailored support before, during, and after the exchange. 7. Enable youth-led transfer of learning back home via personal action plans and local multiplier activities. Beginner-friendly maker elements (simple 3D prototyping and ethical visual storytelling) are used as experiential methods to build teamwork, problem-solving, and responsible decision-making — not as specialist technical training.

Project partners (5)