“UPGRADING DIGITAL YOUTH WORK: AN INNOVATIVE PROGRAMME TO EQUIP YOUNG PEOPLE WITH ADVANCED DIGITAL SKILLS TO MEET THE NEEDS OF THE LABOUR MARKET – DIGITAL@YOUTH WORK” Erasmus Project
General information for the “UPGRADING DIGITAL YOUTH WORK: AN INNOVATIVE PROGRAMME TO EQUIP YOUNG PEOPLE WITH ADVANCED DIGITAL SKILLS TO MEET THE NEEDS OF THE LABOUR MARKET – DIGITAL@YOUTH WORK” Erasmus Project
Project Title
“UPGRADING DIGITAL YOUTH WORK: AN INNOVATIVE PROGRAMME TO EQUIP YOUNG PEOPLE WITH ADVANCED DIGITAL SKILLS TO MEET THE NEEDS OF THE LABOUR MARKET – DIGITAL@YOUTH WORK”
Project Key Action
This project related with these key action: Cooperation for innovation and the exchange of good practices
Project Action Type
This project related with this action type : Strategic Partnerships for youth
Project Call Year
This project’s Call Year is 2018
Project Topics
This project is related with these Project Topics: Labour market issues incl. career guidance / youth unemployment; Inclusion – equity; ICT – new technologies – digital competences
Project Summary
“If we are to come to terms with the digital skills gap in Europe, education and training need to become a joint responsibility between employers, employees, educators and policy makers. We need to test ideas, develop projects, work and think together on the best ways to give people the skills they need for new jobs.” Andrus Ansip, Vice-President for the Digital Single Market Based on the recent evidence of the European Commission, ICT for Work (2017).
The main aim of the project was to strengthen the profile of Youth Workers and to develop strategies and methodologies of youth work in this field to have an impact on this problem. We managed to create a learning/teaching programme which we also tested with young people and youth workers, and we believe that this programme, together with the learning online platform, can support and improve digital skills of youth workers and young people. With these project results the quality of youth work can be upgraded through the development of the Tool Kit (VECTORS) accompanied with a set of new teaching and learning material to support the acquisition, monitoring, assessment and validation of high-tech digital skills of young people.
The project has promoted the issue of digital competences in young people and how youth work can support the High tech IT skills and competences acquisitions through the non-formal education. The project has resulted in the acknowledgment of digital competences in non-formal method in youth work by disseminating and promoting the achievement of the Intellectual Outputs, as well as in supporting young people in filling in the skills gaps and mismatches.
The project introduced a transparent, multi-regulated and multi-assessed process, based on an interactive and dynamic platform that was developed, for young people with fewer opportunities in order to up-grade, up-skill or re-skill their digital skills called “Upgrading Digital Youth Work” platform: http://digital-youthwork.4learning.eu/ to meet the needs of the labour market and bridge the gap related to skills mismatches between E&T and job market. The platform has all the best features of the user friendly and intuitive technologies, online community and resources.
We have achieved 4 Intellectual Outputs in this project:
IO1- DIGITAL@YOUTHWORK: Introducing Quality Standards Through The Digital Competence Framework Targeted To The Digitalised Economy.
IO2 – DIGITAL@YOUTHWORK: Building The Complete Digital Teaching And Knowledge Pack For Young People And Youth Workers. We created a DIGITAL@YOUTHWORK ACADEMY and TOOL BANK
IO3 – Building the online eco-system for the assessment and validation of deep tech skills using the open badges. In this IO we designed the eco-system for the implementation and use of the Open Badges, created an ECO-GUIDE for the use and development of the Open Badges, as a form of digital certification of the learning outcomes, developed and tested an Interactive Portal and Assessment Tool, which is integrated to the learning platform digital-youthwork.4learning.eu
IO4 – THE DIGITAL@YOUTHWORK GUIDE KIT: establishing synergies with the labour market for the creation of the targeted deep tech clubs. In this IO we created a TOOL-KIT which we called VECTORS, which includes all the developed products of the project, as well as how to use them in different fields. We also created a Campaign and Petition which was important for the promotion of the project results, promotion of developed products, and make sure each partner was able to reach out to their local networks for promotion of products.
Sustainability in project Follow-up after the finalisation of D@YW, the development of follow-up project is being realised with the submission of the new KA2 project called ‘’ACTORS OF COMMUNITY CHANGE’’, the project aimed to design a COMPLETE TOOL KIT and EDUCATIONAL PACK for developing and implementing and monitoring various INCLUSIVE strategies for promoting civic competences and advance ASSESSMENT TOOL for the formative and on-going type of reflective assessment of their habits, behaviour, attitudes and values. The expansion of new consortium working on this follow-up project also envisioned by their experiences and commitments in delivering project results with high quality. The use of the opportunities provided by the Erasmus+ programme for learning, teaching and training will offer the opportunities to a great number of participants to attend the blended learning programmes, as well as the short term joint Staff training and the Mobility of Young People.
Project Website
http://digital-youth.work/
EU Grant (Eur)
Funding of the project from EU: 209517 Eur
Project Coordinator
Plattform e.V. & Country: DE
Project Partners
- Associacio Programes Educatius Open Europe
- Lancaster and Morecambe College
- CULTURE GOES EUROPE (CGE)- SOZIOKULTURELLE INITIATIVE ERFURT EV
- European Digital Learning Network
- A & A Emphasys Interactive Solutions Ltd

