Main aim: to improve the digital skills and competencies of youth workers to enhance the effectiveness of youth work, focusing on healthy AI utilization, VR, and gamification strategies for social inclusion. The project will conclude with the creation of a digital toolkit with 5 teaching videos for wider dissemination.
Objectives:
- Enhance the digital skills of youth workers by utilizing AI, VR, and gamification strategies to improve their youth work practices.
- Promote social inclusion by training youth workers on VR and gamification strategies, with a focus on engaging young people from disadvantaged backgrounds.
- Empower youth workers with the knowledge and confidence to use AI in their youth work initiatives.
- Develop a digital toolkit containing teaching videos and resources for AI, VR, and gamification in youth work.
- Disseminate project outcomes, resources, and best practices to a wider audience, including youth workers, organizations, institutions, and policy-makers.
- Foster a long-term impact on youth work practices by equipping participants to apply their skills in future projects and initiatives.
- Create a network of skilled youth workers, promote cross-border collaboration, and enrich the European youth work community.
Activities:
Advanced Planning Visit in Lithuania | June 2024
One representative from each partner organization met in Lithuania to plan project activities, define responsibilities, and coordinate the implementation process.

VR and Gamification Training | August 2024
27 youth workers from partner countries participated in international training in Vilnius, Lithuania, focused on VR tools and gamification strategies in youth work. Activities included practical workshops, interactive sessions, and digital tool exploration to enhance engagement and inclusion.

AI Utilization Training | January 2025
Participants were trained on the use of artificial intelligence in youth work, exploring tools and methods for content creation, education, and digital innovation.
Digital Toolkit Development | 2024–2025
Participants collaborated on creating teaching videos and educational resources for a digital toolkit, combining knowledge gained during both VR and AI training activities.
Artificial Intelligence Qualifications' Improvementand Utilization Toolkit
Dissemination and multiplier activities | 2024–2025
Project results, tools, and best practices were shared with a wider audience through events, workshops, and online activities involving youth workers, organisations, and institutions.
Results and Impact:
The project strengthened youth workers’ digital skills and competencies in areas such as AI, VR, and gamification, enhancing their ability to design innovative and inclusive youth work practices. It led to the creation of a comprehensive digital toolkit, including teaching videos and practical resources, which supported the integration of these technologies into youth work. The outcomes were widely disseminated, benefiting the sector at local, national, and European levels. Participants applied their newly acquired skills in subsequent initiatives, contributing to more engaging and inclusive activities. Furthermore, the project fostered a network of skilled and innovative youth workers, encouraging cross-border collaboration and enriching the European youth work community.
This project is funded by the European Union through the Erasmus+ program, supporting education, training, youth, and sports initiatives across Europe.
Key details
Results from this project
Everything this project produced is free to download and reuse.
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Toolkit - Artificial Intelligence Qualifications' Improvement and Utilization (Alqiu)Open
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Follow-up Activities BookletOpen
Browse the full resources library →
Project images
What's next
Upcoming mobilities and local workshops are announced through our open calls. Materials produced by the project are shared in our resources library.
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