<< Background >>DigiMark was initiated in response to the growing digital transformation in the art sector, where young artists and VET trainers face challenges accessing and navigating online platforms to promote and monetise their work. Despite the rise of digital art marketplaces and technologies like NFTs, VR, and AI, many young creatives—especially those from marginalised backgrounds—lack the digital marketing skills needed to thrive in this evolving landscape. Eurostat data shows that only 56% of young Europeans aged 16–29 possess basic digital skills (Eurostat, 2022), highlighting a critical gap. The project addresses this by equipping young artists (ages 14 to 30) & VET trainers with practical knowledge of digital marketing, AI tools, and blockchain applications. It also supports VET providers in aligning their curricula with labour market demands, as recommended by the EC’s VET policy priorities (EC, 2020). Each partner organisation identified a need to modernise training offers, enhance employability, and foster inclusion through non-formal learning. By integrating business needs with VET education, DigiMark ensures long-term impact and sustainability through curriculum integration, community engagement, and open-access resources.<< Objectives >>The project aimed to develop a digital and innovative methodology that empowers young artists aged 14 to 30, including VET trainers and students, to effectively promote and sell their art through digital marketing. By aligning vocational education with labour market needs, we sought to equip participants with practical skills in online platforms, AI tools, SEO strategies, and digital marketplace navigation. This directly supports the Erasmus+ VET priority of adapting education to market demands and the horizontal priority of addressing digital transformation. We created a structured curriculum, trained 62 young artists, and trainers to built a sustainable online community supported by SEO-friendly content and pedagogical guidelines. To ensure long-term impact beyond Erasmus+ funding, we embedded open-access resources, trained local trainers for continued delivery, and established partnerships with stakeholders committed to maintaining the platform. Impact will be measured through engagement analytics, participant feedback, and follow-up surveys tracking digital sales activity post-training.<< Implementation >>WP2Soma led the development of a curriculum tailored for young artists and VET trainers, a map of 15 digital art marketplaces, and six modules covering platform navigation, AI tools for art creation and marketing, and legal startup guidanceWP3L4Y established an interactive community channel connecting young artists, VET trainers, and digital experts. We created 22 SEO-optimised blog posts hosting the training content and piloted the modules during TPM2 in Soma with 36 participants (trainers and trainees) receiving YouthPass certificates. We trained 62 young artists and trainers across partner countries and delivered webinars (38 young artists, trainers, and stakeholders). We combined A4.2 and A3.7. Some of the participants opened online stores. A contest rewarded the best online store to boost engagement. Soma also produced a 93-page pedagogical guide for trainersWP4ArtWN's dissemination through webinars, promotional materials, project website, and social media outreach. We collaborated with three local stakeholders to expand visibility. We produced 58 educational songs to reinforce learning through creative formats. They ensure long-term impact by equipping vulnerable youth with sustainable digital entrepreneurship skills.<< Results >>The project created a digital methodology to help young artists aged 14 to 30 adapt to online art markets. We developed a full curriculum with six modules covering digital marketplaces, AI tools, and country-specific regulations. A total of 62 young artists received training, and 38 joined webinars on opening online stores. We mapped 15 top digital art platforms and published 22 SEO-friendly blog posts. A 93-page pedagogical guide supports trainers in using the content. We built an active community of 70 members, including VET trainers and digital experts. The Best Online Store contest encouraged practical application. Two webinars in Turkey and Germany reached 38 young artists, trainers, and stakeholders, while promotional materials and a website increased visibility. All content was translated into Turkish and German. The project aligns with Erasmus+ priorities by promoting digital transformation, inclusion, and green practices. Activities continue through the online community, open resources, and stakeholder partnerships, ensuring long-term impact beyond the funding period.
