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"<< Objectives >>Almost half (43%) of the EU population had an insufficient level of digital skills, as demonstrated by the EU-wide Digital Economy and Society Index (DESI) indicator on ""digital skills"", based on 2017 Eurostat data. About 10 % of the EU labour force has no digital skills, while one third of them does not have at least basic digital skills, which are now required in most jobs. This share is much higher in Labour force of the Member States like Romania (26%) and Bulgaria (25%). Advanced digital skills are becoming a prerequisite for entry into many jobs and have a wide range of applications, even beyond domains where they are needed for core tasks. Across competence dimensions, the largest skills deficit, both among the active labour force and the population at large, relates to the use of software for content manipulation. Almost one in three internet users in the EU has no skills in this area (i.e. they claimed not to have carried out any of the activities considered under this dimension, which range from relatively basic text treatment and spreadsheet-based work to video editing and coding). This share is particularly large in Bulgaria and Romania (about 51 % of internet users) as well as Latvia (40%). Digital skills are critically important not only for accessing the labour market but also for harnessing the benefits of the digital transformation that is currently underway. Making sure the EU labour force has the necessary digital skills, including by addressing digital skills deficits in certain groups, such as youth and those who work with them, will thus be essential to bring about an inclusive digital economy and society. The fast changing digital environment requires a proper response from our educational systems if we are to educate the European citizens of the future. ‘SMART’ youth work recognizes that digital media & technologies open great potential for youth empowerment, enriching opportunities for enhancing their personal capabilities & competences & providing opportunities for connectivity & interaction with others. According to EU commission, it is imperative to facilitate knowledge exchange on digital youth work and young people’s digital cultures on international level. Initiatives should be supported at local, national and European level to share knowledge and practice. Cross-sectoral knowledge exchange should be encouraged to promote innovative thinking. The main idea of this project was to introduce a specifically designed NFE (Non formal Educational) training that combines digital tools such as web platforms, computer software and mobile application in order to enrich the digital competences of youth workers. More specifically, the youth workers involved in the main activity have been equipped to obtain, process and create digital content through graphic design, web and application software development. This enabled them, not only to modernize their teaching through the use of digital learning resources, but even more so to share this practical knowledge with the young people they are working with. The project has provided beneftits to all three dimensions for impacting successful digital youth work, according to the European Union Work Plan for Youth for 2016-2018: digitalisation of society, organisational digital development and youth work competences. The specific objectives of the project, in line with Erasmus+ programme objectives, were:- To boost both youth workers’ soft skills and ICT skills by engaging them in digital activities through the use of digital content and digital tools in the digital environment.- To support youth workers motivation and capacity to use digital tools and technologies to create knowledge and to innovate processes in creation and implementation of smart youth work.- To support the inclusion of youth workers and young people into the labour market by providing them with advanced digital skills and competences that will significantly boost their employability.- To promote the understanding and the application of certain EU youth policies related to the domain of this project such as ‘The Digital Competence Framework’ and ‘European Framework for the Digital Competence of Educators’.- To strengthen the international cooperation of the consortium for the modernization of youth through the development new initiatives that develop the digital skills of young people.<< Implementation >>The digital skills requirements on the labour market have been rapidly increasing. The partners have previous experience, or a strong desire to engage with developing and/or implementing NFE activities on developing such competences in youngsters through their every day activities. However, all of them lacked resources that would have enable them to do so. Consequently, we have used our knowledge, skills, resources and previous experiences as the foundation for the development of this training in order to accomplish the desired outcomes of the project. That is to equip youth workers from EU programme countries with much needed digital skills that they can pass on to the youth they work with. For example, some of the workshops aimed and answered to the following needs: A2 - To introduce pax to DigComp Framework and other relevant EU frameworks relevant to youth work. To introduce pax to visual facilitation and to provide informations about E+ Key Action 1 A3 - Participants learned how to set up a digital environment for storing and sharing project ideas and documents, and to track work progress which will benefit their every day work in NGO greatly. They learned about online storage tool (googledrive.com) & G-suite for education). About online team based project management tool (asana). To be able to share and store ideas and important documents online. To be able to participate in project execution through digital environment. To gain insight in project management tools and methods. All of which is described as a necessity according to DigComp framework. A4 - Participants learn about visual identity and visual communications and how to apply that knowledge for the purpose of promotion of their organizations and projects, as well as for facilitating youth work. To learn about visual identity. To present their visual identities and share informations. about their organizations with each other’s - to network. To learn about visual communications and its importance for NGO sector. To learn about visual facilitation and its benefits in implementing youth work. A6 - To understand the importance of developing digital skills in young people & to be able to support others with their digital competence development. To create and edit digital content in different formats, to express oneself through digital means. To learn how to use basic Photoshop tools to create logo, business card, digital badge, flyer, cover photo, newsletter template. To use digital tools and technologies to create knowledge and to innovate processes and products. To learn how to design visual identity elements and to know how to share this knowledge with others. Which are very important skills nowadays, especially when it comes to NGOs. A7- Participans learned about basic contents on the website. To differentiate important from non important informations. To learn how to acquire and process digital informations. Which aims at promoting digital literacy. A9 - Participants learned how to create a website via Wordpress (WordPress is an online, open source website creation tool) and then are mentored and supported to make a website themselves.To learn about free website creation app that’s easily comprehendible. To be able to create digital content To learn how to build a basic website and to be able to share that knowledge with others. A10 - To show how modern tools such as application software can be used for teaching. To provide examples and informations on educational software applications. To upskill and digitize youth work. A11 - Participants learned about MIT App inventor (free open source software that allows anyone to create Application software (apps). Participants to understand the importance of apps nowadays. Participants to learn how to build basic apps and to express oneself through digital means. To share data, information and digital content with others through appropriate digital technologies. To act as an intermediary, to know about referencing and attribution practices. To use digital tools and technologies for co-construction and co-creation of resources and knowledge.A12 - Participants learned how to build apps. Participants to build educational apps. A14 - The purpose of this exercise seeked to engage learners in the game full process of reflection and assessment of learning progress. It seeks to support learners through their Youthpass process and also gather digital evidence of learning, which can be easily managed online and shared across online platforms. The objectives are to invite people to complete missions, track personal progress and claim recognition for the competence improved. For the recognition of their achievement, we used Open Badges as digital evidence. A15 - To award participants with the Youthpass certificate (Youthpass ceremony). To evaluate the training course, to understand the projects' successes and weak points, to measure the first results.The planning for the activities and the introduction of the participants with fewer opportunities was executed in accordance to Erasmus+ Inclusion and Diversity Strategy as well as concurring to Sustainable development goals. The training has gathered a variety of participants, in terms of their backgrounds, interest and expertise. This diversity was the foundation for learning inside the group’s dynamics (informal education). At the same time, the objectives of the project focus on developing specific competences which was a common interest of the participants in the activity (non-formal education).We have asked our partners to give an advantage to youth workers facing some sort of difficulties or obstacles. Furthermore, the consortium discussed the possible number and profile of participants with fewer opportunities and way to approach their involvement in the project, which involved participants facing the following obstacles: cultural differences, economic, social and geographical obstacles. The consortium involved these participants within the activities regularly whereas making beyond any doubt they felt included and accepted into the group for the duration of the training. For the participants facing cultural differences we made sure we included them the same way as every other participant and we provided individual support and mentorship when it was necessary. The trainers on this project were experienced professionals more than capable to provide specific support and set a positive role model for the participants. For the participants with economic obstacles, partners and applicant offered to buy the plane tickets directly through the organisation so that those persons can afford the travel to the TC activity. In addition, when it comes to their participation in the digital activities that require the use of electronic devices we made sure that the ratio between group size and number of needed devices for the certain activity was always 1:4. In that way, participants with economic obstacles that maybe lack the electronic devices were able to regularly participate in the group activities. In individual activities where the use of electronic devices was necessary, we provided laptops from coordinating organization. For persons with geographical obstacles partners and coordinator helped plan the entire trip to make it as optimal as possible for the participant. All the domestic travel was, of course, covered within the travel budget.<< Results >>Participants acquired a new insight and new input on innovative methods of NFE. Specifically, youth workers managed to develop competencies, skills and knowledge emphasizing on the soft skills and digital skills development, that they would implement in their work with young people. They had acquired useful digital resources (digital learning nuggets, case study blogs, links, educational application softwares), information and know-how on digital tools and software, for teaching, as well as for their every day work in general (projects and volunteers management). In parallel, through specific activities they have broaden both their contacts and network. Youth workers were also introduced to new methods, by using digital tools, for implementing NFE activities such as: name games, getting to know, group building and icebreakers, reflection, self-assesment and evaluation activities. Furthermore, during the training, participants came up with entirely new projects, workshop ideas, teaching resources (A13: Let’s apply our knowledge!), whilst they had the chance to get a thorough feedback, a procedure which will enable them to detect both their advantages and weaknesses, thus being fully-trained and sufficiently prepared to implement similar initiatives in the future. Additionally, participants were introduced and familiarized with DigComp Framework and with methods on how to develop those competences in their target group. The training course provided them with a different perspective to youth work, one that involves teaching through digital activities, inside the digital environment, with digital resources. Expected impact on the indirect target group (young people) after the implementation of the practical workshops by youth workers at their local environments:- They learned new perspectives and new aspects in the field of ICT that will offer the basis for further deepening of knowledge and conquest of new / different competencies needed to be competitive in the labor market and in the business sector - The training activity supported participants with advanced digital skills, knowledge and competences that will enable them to improve both theirs's and their target group’s chances of success on the job market (graphic and web design and application software).Expected impact on participating organizations:- Partners involved have strengthened their European partnerships which will set the way for new projects and ideas developed through Erasmus+ funding, as well as other sources- Broader insight into the ‘working methods’ of the partner organizations that partners can learn from and apply in their own work where applicable- Have learned about good and established practices in EU, networking and strengthening of partnerships for future projects in the youth sector - Acquainted with a new, innovative training plan in the domain of digital youth work for working with young people and youth workers.- Ways to invlove vulnerable youth workers from partner organizations in the ICT sector.- Improved skills in project management, volunteer management, cultural knowledge and improved language skills (by working with project partners), practices and approaches in the NGO sector.- All partners had built their experience, understanding and confidence to use Open Educational Resources (MIT app developer 2, WordPress software).- Useful and concrete information and knowledge, obtained with experiences from the various countries, practices and culture.- Organizations involved familiarized with the DigComp framework and with ways on how to implement it in their educational activities.Expected impact for the other relevant stakeholders: Other stakeholders of the project are representatives of public or private bodies dealing with ICT and education such as ICT sector, Educational Institutions, Regional Municipalities, etc. Stakeholders were indirectly involved by receiving all the findings and activities of the project. Specifically, each partner was responsible to present the findings of the project with the intention establish at least one connection with one of the aforementioned stakeholders. For instance, the partner and the stakeholder have created mutually beneficial program in which the partners of this project provide placements or job opportunities for young people through the aforementioned stakeholders. They acquired useful digital resources (digital learning nuggets, case study blogs, links, educational application software), information and know-how on digital tools and software, for teaching, as well as for their every day work in general. As an added value, participants, partners and stakeholders were introduced to implementation of SDGs in everyday youth working activities that they were able to share with their target group, their organizations (staff, volunteers, users) and, through dissemination, with all the other relevant stakeholders."
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