E-Mployed

Erasmus+ YouthCooperation partnerships in youthID: 2021-1-RO01-KA220-YOU-000028913
EC Contribution
€1,639
Consortium Size
5 orgs
Start Year
2021
Summary

We applied for this project recognizing the critical need to tackle social exclusion among youth. Our past experiences highlighted that while social inclusion initiatives were successful during im...

Objectives

By implementing this project, we established sustainable, inclusive communities by harnessing innovative, technology-driven strategies empowering youth and youth workers to effect lasting, positive transformation. We: Enhanced the digital skills of young people with fewer opportunities by involving them in the co-creation of a gamification platform tailored for Erasmus+, ESC, and other mobility projects. The platform was designed to integrate learning, dissemination, visibility, follow-up, and evaluation, making mobilities more creative, participant-adapted, and organization-friendly by the project's conclusion. Developed the social skills, understanding of EU values, and inclusion of youth and NEETs by engaging them in focus groups and two Blended Mobilities for Young People. This facilitated intercultural exchanges, idea sharing, and empowerment to participate in community-responsive processes and activities. Improved youth competencies in EU project development, aiding them in initiating follow-up projects. Enhanced cross-sectoral collaboration among partners, leading to stronger cooperation within the youth sector.

Activities

We identified key skills for the Learning Cards through local surveys, selecting: Empathy, Active Listening, Problem-Solving, Creativity, Organizational Skills, Resilience, Digital Skills, Communication, Self-Awareness, and Teamwork. The project's website, https://employed.academy, was developed, featuring project details and a newsletter subscription to update interested parties on the project's progress. At C1 in Italy, we tackled challenges for each skill, discussed the learning management system's structure and content, and considered the technology for the escape room. We completed the design of 30 learning cards, the Youth Worker ToolKit (handbook) and the Challenge by Choice HandBook. Each card presents a skill, a challenge, reflection questions, and a QR code for platform integration. The handbook offers facilitators guidance on using the cards. The learning cards, Facilitator handbook and Challenge by Choice HandBook, designed to be complementary and user-friendly for facilitators and youth, were implemented in the C2 activity in Greece. They were also used in the Training Course in the C3 activity. The Play for Skill Platform was successfully designed, with mock-ups for the platform and utilities completed, including the Minecraft-style Escape Room. For the E-Mployed Video Tutorials, we've produced 30 short videos with Challenge by Choice activities from the cards. They were designed to add more value by illustrating the cards and translating them from English into all project languages: Greek, Italian, and Romanian.

Impact

Following the Work Packages order, the main results we achieved were: - 30 cards with 30 activities on three different levels: 10 easy plus 10 medium plus 10 hard; the cards address 10 main skills: e-Mployed (employed.academy) We identified key skills for the Learning Cards through local surveys, selecting: Empathy, Active Listening, Problem-Solving, Creativity, Organizational Skills, Resilience, Digital Skills, Communication, Self-Awareness, and Teamwork. - The Youth Worker ToolKit (handbook): a generic handbook for the facilitators so that facilitators can understand how to implement the Challenge by Choice methodology with groups of young people. - The Challenge by Choice HandBook: a handbook for how to use the cards, clarification and some hints on how to be used in various contexts. Feedback on the Challenge-by-Choice method is greatly positive. Participants appreciate its innovative and engaging approach, though some suggest more time is needed to complete challenges. Some respondents expressed a desire for the program's extension to allow for deeper engagement with the challenges. Participants perceived the experience with the E-Mployed Toolkits as highly supportive in developing a range of competencies. During C2, they reported that group work enhanced their understanding of teamwork, reciprocity, and project organization. The challenges posed by the project encouraged participants to test their abilities, fostering growth in active listening, communication and creativity. For the E-Mployed Video Tutorials, we've produced 30 short videos with challenge-by-choice activities on the cards, designed to complement the facilitator handbook, cards, and platform, forming a cohesive training toolkit, and translated them from English in all projects’ languages: Greek, Italian, and Romanian: https://www.youtube.com/watch?v=9siaTWACpKY&list=PLfBDsTUntWXd9M3-BrYfLkoFyQRwbDPgJ&ab_channel=InnoEduLAB The Play for Skill Platform was developed, with utilities completed, including the Minecraft-style Escape Room and two accompanying video tutorials for Youth Workers (https://youtu.be/IxVcdhvFKFM) and for participants/youth (https://youtu.be/v6JWKVcRyy8) For the E-Mployed Video Tutorials, we've produced 30 short videos with Challenge by Choice activities from the cards. They were designed to add more value by illustrating the cards and translating them from English into all project languages: Greek, Italian, and Romanian.

Consortium (5)