<< Background >>Many youth workers, particularly those from disadvantaged backgrounds, don’t have access to high-quality learning materials & innovative pedagogical approaches for their youth interventions. The AYH project aimed to bridge this gap by providing digital & physical tools to enhance active citizenship & entrepreneurship skills. Despite the growing use of digital technologies, socially & educationally disadvantaged youth often lack the necessary guidance to develop digital competencies. The project tackled this challenge by designing a digital game, which engaged young people in interactive learning experiences that enhanced their digital literacy. Although entrepreneurship is considered accessible across Europe, young people from minority & disadvantaged communities face additional barriers. The AYH project provided structured resources & two card games to help youth underst& entrepreneurship & develop relevant skills. Also, despite EU policies promoting active citizenship, there are limited initiatives for low-skilled young adults, especially in countries such as Romania & Greece. The AYH project supported policy improvements by providing recommendations for policymakers to integrate active citizenship programs into education. << Objectives >>The project was designed to support youth workers in enhancing the employability & social participation of young people, aiming to:Provide them with guidelines & practical resources to foster active citizenship, digital literacy, & entrepreneurial skills among youth.Offer training materials & best practices to strengthen their capacity to support youth effectively.Develop both online & offline learning experiences focused on active citizenship & entrepreneurship, such as a digital game & a physical card game, to facilitate skills development through experiential learning.Equip policymakers with recommendations to integrate active citizenship & entrepreneurship into existing policies & strategies.Provide guidance for youth organizations on how to empower youth in meaningful & sustainable ways.Increase youth participation in digital skill-building activities to enhance their development.Develop youth engagement using Design Thinking & debate-based methods.Encourage youth to participate in civic initiatives & social entrepreneurship, fostering EU values of active participation & social responsibility.Provide accessible tools & structured resources that promote social inclusion & expand opportunities for disadvantaged youth.<< Implementation >>The project implemented activities to support youth workers in fostering digital literacy, entrepreneurship, and active citizenship among youth. We conducted qualitative research to refine needs analysis, applied design thinking & debate methodologies to co-create educational tools, and developed pedagogical scenarios for active citizenship & entrepreneurship education. Collaborating with youth workers, we prototyped and refined learning resources, created guidelines & best practices, and designed a digital game and physical card game as interactive learning tools. Additionally, we conducted policy research to support youth development.To maximize impact, we implemented a dissemination strategy, reaching youth organizations, educators, policymakers, and EdTech companies through branding materials, a project website, social media, brochures, and newsletters.Finally, we conducted user testing of the digital & card games via surveys & focus groups. We organized multiplier events in Greece, Romania & the Netherlands to showcase results and hosted a final conference in Romania, combined with the third transnational meeting, to reflect on key outcomes & discuss sustainability.<< Results >>Guidelines for youth educators on integrating active citizenship & entrepreneurship into their teaching practices.A digital game to engage youth in interactive learning on entrepreneurship & active citizenship.A card game providing offline learning experiences for youth to develop their entrepreneurial mindset & civic engagementA report with standards, best practices & recommendations for policymakers & youth organizations to promote active citizenship & entrepreneurship. Conducted user testing of the digital escape room & card game, gathering feedback through surveys & focus groups.Hosted local multiplier events in Greece, Romania & the Netherlands to showcase the project results.Organized a final conference in Romania, combined with the third transnational project meeting, to present outcomes & discuss sustainability strategiesDeveloped a dissemination strategy, ensuring project findings reached all targeted stakeholder groups.Created branding materials, including a visual identity, brochures, newsletters & a dedicated website.Leveraged social media campaigns to increase awareness & engagement300+ youth workers engaged with the project’s activities.
