Digi Up
Digi Up
Digi Up
DIG-IT
UP!
A model for
a Training Course
aimed at creating
pedagogical and
digital bridges
between
youth workers
and young people
“DIG-IT UP!” written by:
Raphaela Blassnig
Michele Di Paola
Joanna Wronska
with the contribution of Alexandra Corbu (Austria), Mariano Montesinos (Spain), Kati Hopiavuori
(Finland), Duncan Elliot (UK), Robert Ecker (Austria), Giacomo Frand Genisot (Italy), Vaia Manoli
(Greece) and all participants of the DIG-IT UP! training.
The information and views set out in this publication are those of the authors and do not necessarily
reflect the official opinion of the European Union. Neither the European Union institutions and bodies
nor any person acting on their behalf may be held responsible for the use which may be made of the
information contained therein.
Giacomo D’Arrigo
General Manager
Introduction
With great honour, the Italian National Agency of Erasmus+: Youth in Action has the pleasure
to introduce this interesting and amazing publication on digital youth work.
When the three trainers tested for the first time the training course “Dig it up!”, during their
Practice Project in the framework of the “Training of Trainers”, we realized imediately the
brilliant idea behind the course.
From at least two years, the Italian National Agency is stongly engaged into the valorisation
and recognition of the role of youth worker as one of the most important professionists in
the framework of the educational process.
In this sense, we wanted to stress how youth workers, thanks to their professional capacity
to combine educational objectives and non formal tools, can reach and attract young people
acting as a crucial actor in the prevention of the different forms of social exclusion.
And this was what we found in the idea of “Dig it up!” training course, not only a course
aimed at providing information on digital tools, devices and apps but also an opportunity to
deepen the pedagogical roles that these tools could play in the special relationship between
the youth worker and the youngster.
We really hope this smart pubblication could be useful for all the youth workers working
with young people but also for all the other people interested in the topic, not properly or
strictly specialzed in this work field, but simply interested to be “close” to young people in
educational terms.
Thanks to the three trainers for their interesting study and for their genius idea which is
always the first step for a long way of a research.
Alessia Cecchini
TCA Coordinator
Warsaw, Vienna, Monza, May 2017
HELLO WORLD!
This publication is one of the outcomes of the 2017 edition of
the training course Dig-It Up! - the European training course
funded by Erasmus+ / Youth in Action TCA and aimed at youth
workers interesting in learning and improving practical skills
regarding digital youth work.
DIG-IT UP TEAM
Joanna, Raphaela, Michele
Digital Youth Work
SUMMARY DIG-IT
UP!
33 Participants speak!
37 Who we are
39 Read more
7 DIGI-IT UP! DIGITAL YOUTH WORK
Like many great stories, this one too starts with a in youth work. We knew
dream ;) from the field experience,
The dream we had after meeting each other during that youth workers needed
SALTO Training for Trainers in 2014. We received the more knowledge, skills and
task to build a team of four (back then with Argyris positive attitude towards
Choulias) and following the course structure, to youngsters using technology and we wanted to find
prepare the training practice project to be delivered ways to build bridges, diminishing gaps that emerge
by the end of the course. We dreamt about when it comes to technology and generations. We
delivering a high quality training bringing new insight wished to give an upgrade to youth workers’ digital
into current youth work challenges and combining skills and inspire them with different, but always
our interests, different starting points and fields of open and creative approaches toward technology,
expertise. among which linking it with open air activities or
As we had been working in schools and with awareness to privacy matters or copyrights issues in
youngsters in their free time, we could see them media creation.
dealing more and more with internet and mobile One sunny autumn afternoon during the first
devices, while many adults having hard time seminar of TOT in Reichenau, lovely town in Austria,
understanding youngsters’ motivation to be we were starting from that dream: that we will
constantly online. We could observe banning digital deliver a training that fulfills these youth workers’
devices in many environments and hear youth need. That day in Reichenau we didn’t dare to dream,
workers’ comments of being “too old” or “dumb” for that there would be a huge interest regarding the
new technologies accompanied often with their topic, confirmed with a big number of applications
reluctance to getting to know new digital tools. for our training, from all around Europe, and that we
would receive highly positive feedback from the
What connected us, the trainers, in those participants of our DIG-IT UP! training course held in
observation, was the belief that banning digital May 2015 in Rome. Strengthened by this result and
devices from institutions and homes is not a even more passionate with our mission, we
reasonable reaction to a new way of youngsters’ succeeded to build a highly cooperative and trusting
digital communication. At contrary, it’s important team to take up, almost after two years, the 2nd
and pedagogically useful to deal with digital devices round of DIG-IT UP! in March 2017, supported by
DIG-IT
UP!
HOW DID THE IDEA COME UP? 8
TCA and hosted by Italian National Agency, together In this publication you will find:
with Cyprus National Agency, in Rome again.
a first part providing the reader with all the
Together with the training preparation, came the necessary concepts used in the debate about digital
moment that we wanted to disseminate youth work, and reviewing this debate from the
furthermore our contents and spread the insights beginning, the European strategies and priorities on
we got on our trainings. Together with the Italian NA the topic, etc;
we decided to do a publication for youth workers
about the training and the concept of the newborn a central part collecting outcomes and results of our
term ‘digital youth work” to share the quality and training course, reconstructing the discussions and
expertise we have gathered. the shared opinions, the programme, some of the
Our aim is to popularize the digital youth work activities and tools we used;
approach we have taken on the board. We believe
it’s very useful and applicable in all non formal a final part where some of the participants agreed to
learning settings, in various youth work activities share their contributions on the topic, their best
and we wish, it is going to inspire the formal practices, their experiences and ideas on digital
education context too. We wish you, our reader, will youth work as they intend it and practice it
find your own way. everyday.
When we speak about digital citizenship, we are in Anyway we will not fall into the trap set up by the
fact talking about citizenship. When we talk about expression “digital natives”, implying that somehow
digital rights, we talk about rights. And we still youngsters know intuitively how to deal with
believe that being in Europe, this is the right place to technology, as we are aware that the very inventor
talk about citizenship and rights. of the expression, Marc Prensky, changed his vision
In this perspective, when we talk about digital youth and approach after many years of misuse of his
work, is youth work we are talking about. metaphor .
What happened is simply that a whole new part of We actually believe that it is the opposite:
our reality just popped up: it is the place that we can youngsters born with easy access to digital tools
access through our connected devices, the fabled
virtual world which is not virtual at all, because is
DIG-IT
UP!
DIGITAL YOUTH WORK: DEFINITIONS FOR A (NEW?) CONCEPT 10
and media are maybe native consumers of these example youth work. Non-formal education is also
contents, but often with a poor knowledge of risks referred to as non-formal learning.
and opportunities which could come from the same
digital tools and media that they joyfully consume This definition can be widened and deepened in many
everyday, as proved by a lot of different researches. ways, for instance the Youth Partnership 4 between
Council of Europe and European Union, on its
Again, education is the answer, but Houston we European Knowledge Centre for Youth Policy 5
have a problem: who is going to help and support (EKCYP) also refers to a glossary, offering a much
these digital youngsters, if parents and youth more detailed definition6 with recent subsequent
workers feel like they are still mostly analog in many evolutions7, but it is not our purpose to go deeper
cases? We are not going to touch the topic of digital
parenting here, which is also part of our everyday
work as a team, but our Dig-It Up! training course
focuses in particular on the named aspect of
teaching analog youth workers how to do digital
youth work in an easy, effective and engaging way.
1
http://marcprensky.com/writing/Prensky-Intro_to_From_DN_to_DW.pdf
2
taken from The Council Resolution of 27 November 2009 on a renewed framework for European cooperation in the youth field (2010-2018)
3
http://www.coe.int/en/web/compass
4
http://pjp-eu.coe.int/en/web/youth-partnership
5
http://pjp-eu.coe.int/en/web/youth-partnership/-/the-european-knowledge-centre-for-youth-policy-ekcyp-
correspondents?inheritRedirect=true
6
The glossary with this definition is one of the outcomes of SALTO-Youth European conference Bridges For Recognition in 2005:
https://www.salto-youth.net/tools/bridges/Bridges2005/BridgesForRecognition/
11 DIGI-IT UP! DIGITAL YOUTH WORK
1. email
2 organization's website
3 Facebook / Messenger
4 WhatsApp
5 Youtube
7
For instance the ones included in Pathways towards validation and recognition of education, training & learning in the youth field, 2004
(http://pjp-eu.coe.int/documents/1017981/1668227/Pathways_towards_validati.pdf) and Pathways 2.0, 2011 (http://pjp-
eu.coe.int/documents/1017981/3084932/Pathways_II_towards_recognition_of_non-formal_learning_Jan_2011.pdf)
8
http://www.youth.ie/screenagers
9
See http://pjp-eu.coe.int/en/web/youth-partnership/eywc-website-declaration and the whole website http://pjp-eu.coe.int/en/web/youth-
partnership/eywc-website
DIGITAL YOUTH WORK: DEFINITIONS FOR A (NEW?) CONCEPT 12
Now before going on, we should also agree on some participants to define possible applications of digital
more terms. This will be once again a working youth work, having this new grid as a result:
definition, and we are aware of the many possible
and different explanations of this terminology, but
this is what we chose to adopt during our training Possible concrete applications of
course: DIGITAL MEDIA and TOOLS in YOUTH WORK
10
http://eur-lex.europa.eu/legal-content/EN/TXT/HTML/?uri=CELEX:32006H0962&from=EN
DIG-IT
UP!
DIGITAL YOUTH WORK: DEFINITIONS FOR A (NEW?) CONCEPT 14
priority will be given to actions that promote impact of digital tools and media in education; the
innovative methods and pedagogies, participatory transformations and evolutions of the tools and
governance where appropriate, develop learning platforms themselves make us think that many
materials and tools as well as actions that support more commitments and plans will be issued at
the effective use of Information and Communication European level to tackle these topics, so keeping
Technologies (ICTs) in education, training and youth. updated is a real must.
This includes supporting synergies with research and
innovation activities and promoting new
technologies as drivers of improvements in
education, training and youth policies.
11
See the Expert group mandate at: http://ec.europa.eu/assets/eac/youth/policy/documents/mandate-expert_group-digitalisation-
youth_en.pdfN
15 DIGI-IT UP! DIGITAL YOUTH WORK
12
More in “Smartphone and tablet in child’s hand” (printed in Polish only), Wydawnictwo Naukowe
Katedra, 2016
DIG-IT 13
https://www.verke.org/wp-content/uploads/2014/09/verke_suuntaviivat_eng.pdf
UP! 14
http://www.telegraph.co.uk/news/newstopics/howaboutthat/12103150/Rembrandt-The-Night-
Watch-The-real-story-behind-the-kids-on-phones-photo.html
YOUTH AND DIGITAL REALITY 16
of the work was focusing on the risks, addictive What are the online threats?!
behaviours and other internet abuse. Researchers Always on, reachable, connected. These are the basic
were aiming not only to find evidences, but also characteristics of digital youth. Because a
recommendations for protecting children from smartphone is a very private thing, always at hand,
harmful and illegal online content, inappropriate nearly an extension of the body, digital youth is also
conduct or risky contact. Launched for the first time little controlled by parent. Being online often means
in 1999, European Commission's “Safer Internet being only partly present and lacking the attention
Programme”, transformed in 2012 into “Better for “now and here” - that’s the most common regret
Internet for Kids” Programme15 16, creates an of the parents and educators, who are afraid of
umbrella for the European Strategy to deliver a teens social isolation. Meanwhile youngsters are
Better Internet for our Children17 and researches even more exposed to contact with others, also
such as EU NET ADB18, EU Kids Online19 and Net during in the night, and easily getting info social
Children Go Mobile20. trouble with their peers, while going offline.
There is a network of Safer Internet Centres (SICs)
across Europe and National Awareness Centres Recommendations for online social behaviour coming
(NACs), present in 30 European countries, focusing e.g. from like a handbook of common digital social
on raising awareness and understanding of safer etiquette is something to be worked on and needs
internet issues and emerging trends – typically to be developed in our opinion and appears in one of
comprising an awareness centre, helpline, hotline the discussions during DIG-IT UP! training.
and youth panel. These units are in charge of Youngsters often face online information and
organizing Safer Internet Days (SID)21 with many content, which they are not yet ready for. All their
events and activities annually taking place across messages leave trace and might pop up in other
the globe to mark the day. They also try to ask unfriendly context or can be remade and republished.
youngsters for giving advice on internet safety and Whatever they will write, may be reacted by peers24
empowerment strategy, helping to create innovative in many ways. The percentage of youngsters
resources and disseminating e Safety messages to experiencing internet violence or harassment on
peers. Worth following is the project WYRED,22 led themselves or happening to their peers20 has been
by researchers and youth organisations, aiming to growing.
give the young a voice in relation to research into Technological development made youngsters more
issues that concern them, starting already the than ever exposed to bullying, sexual content online,
“Children and Young People’s Manifesto”23 being contacted from strangers and other challenges
that are often prosecuted by criminal law. At the
same time it made problems youngsters have more
visible and youth workers more aware of what kind
of help or intervention could be needed.
15
https://ec.europa.eu/digital-single-market/creating-better-internet-kids
16
https://www.betterinternetforkids.eu
17
https://ec.europa.eu/digital-single-market/en/european-strategy-deliver-better-internet-our-children
18
https://www.rha.is/static/files/Rannsoknir/2013/Qualitative_Report_D5.pdf
19
http://www.lse.ac.uk/media@lse/research/EUKidsOnline/Home.aspx
20
http://netchildrengomobile.eu/
21
https://www.saferinternetday.org/
22
https://wyredproject.eu
23
https://repositorio.grial.eu/bitstream/grial/818/1/WYRED_ManifestoY.pdf
24
https://lsedesignunit.com/EUKidsOnline/html5/index.html?page=1&noflash slides 15-17
17 DIGI-IT UP! DIGITAL YOUTH WORK
What bothers youngsters on the net?25 and mostly enjoy all sources of fun, amusement and
● Receiving hate messages entertainment available, especially music and
● Being sued for low violation movies. Is also a convenient and commonly used
● Being stalked, spied and invigilated tool for teens’s learning process: to do their
● Unaccustomed content, fake information and homework, to expand the knowledge useful at
manipulation school, to get prepared for the upcoming test. We
● Suicide and risky behaviours inspiration and tips can risk a statement, that internet is present in
● Adds every aspect of youths life, playing a significant role
● Viruses also because of main features of adolescence - the
● Poor quality content need for constant new impressions and curiosity. It
● Human traffic and crime is a huge source for informal education, which
● Lack of privacy makes life easier and brings positive feedback while
● That nothing disappears making human connections, achieving new levels in
● Peer violence, bullying games or feeling of belonging to an online
● Addiction community. Positive feedback are especially
● Money made on stupifying videos important for youngsters with minor social skills.
● Sharing photos without permission Thanks to internet, they can get appreciation and a
● Internet cancer sense of justice.
● Breaking into device’s camera Youngsters especially value the internets quality of
● Control by parents quick responses to various questions, updated
information, maintaining relationships and making
During the training we asked our participants about new friends. What happens often, is that they miss
their experience with online challenges and threats. other, great opportunities and mostly often
We focused the discussion around topic such as: consume the basic offer.
privacy and safety, body images, sexting and digital
social etiquette. What youngsters like about the net?28
● Getting to know new people
What is the value of internet in a teen’s life? ● Entertainment sites
There is no question on the must of using the ● News and updates (on fashion for example)
internet safely and responsibly, however, currently a ● Contact and communication
new wave in the discourse emerged, questioning a ● Videos, music, series, books
“risk awareness panic”26 and shifting to new ● Downloading files for free
opportunities, digital literacy, digital citizenship, ● Anonymity
digital rights and finding a point of balance in ● Online purchase
approach27. If parents and educators stay protecting
kids by restrictions, kids won’t gain the EU Kids Online research outcomes proves that
opportunities for learning, participation, youngsters aged 11-16 are on line on a daily basis.
collaboration, creativity and expression they could. But the “ladder of opportunities” is as steep as ever”
They would also not develop resilience against meaning that teens are mainly engaged in social
possible future harm. networks, instant messaging, YouTube and gaming.
Internet serves the needs to stay in contact with Only little percentage create and upload their own
friends, share, search for advice, read online content content, read the news or participate in virtual worlds.29
25
Short group interview with 14-15 years olds in Warsaw lower middle school, 24.04.2017
26
How children engage with the internet | Sonia Livingstone | TEDxExeter https://www.youtube.com/watch?v=SyjbDUP1o0g
27
From Uwe Hasebrink, Hans Bredow Institut, keynote speaker at Children & Youth on the Net conference, 27.04.2017, Luxembourg
28
Short group interview with 14-15 years olds in Warsaw lower middle school, 24.04.2017
29
https://lsedesignunit.com/EUKidsOnline/html5/index.html?page=1
YOUTH AND DIGITAL REALITY 18
Created a character, 2
pet or avatar 3
2010
4
Used file sharing sites 10 2014
Spent time in a 5
virtual world 8
Used a webcam 6
9
read/watched the 6
news on the internet 18
Visited a chatroom 9
19
Posted a message 9
on a website 15
10
Downloaded
music or films 24 Being born in digital era is not enough for having
Played games with other 16 developed digital competences, especially if we
people on the internet 28
consider a digital competence as a set of skills
18
Used the internet for
school work 33 including critical usage of digital media and tools,
Watched video 32 also wider described in the Recommendation of the
clips (e.g. on You Tube) 59
European Parliament and of the Council, as as a key
40
Used instant messaging 49 competence for lifelong learning.31It is definitely too
44 complex and permanently under construction, just
Visited a social
63
networking profile impossible to be sucked together with mum’s milk -
0 20 40 60 80 100 even if she posts on FB while breastfeeding;)
Ladder of opportunities
from: EU Kids Online: findings - methods - How to approach net generation?
recommendations30 Surprisingly to adults, often youngsters see internet
(report of EU Kids Online and Net Children go Mobile sites and services as boring. We shouldn’t forget
researches, funded by Safer Internet programme) they have a right to have own ideas and youth
workers need to find a way to approach them
This research outcomes gives evidence, that there is without judgment and prejudice. We believe that
much to inspire kids and youngsters with the use of technology brings a language for cooperation and
the internet. Great and exciting opportunities like mutual understanding. “The internet is a new
the listed once are rather exceptions not routines in context of social and cognitive development for
internet use of youngsters. adolescents”32. It is where they learn social-
● discussing hot topics with new friends from emotional skills. Shouldn’t parents, youth workers,
another continent; teachers be involved into this world of social-
● searching all source of information about the emotional learning and skills’ building, as it is what
world; we do in education?! We try to support social
● advocating for solutions on major global problems; learning. Why would we not be where a great deal of
● exploring unknown places on the planet by online learning happens in a very direct and non face to
tours; face world?! It is not reasonable any more to ask if
● coding and creating games and software; to include, but rather how to include digital media in
● media creation and edition; formal and non formal education.
● music production; With our training DIG-IT UP! we stand together with
● art and cultural education; all those who wish to take more effort in creating
● blogging about once own passion activities and content for young people to inspire
● or any other way of being a content creator then them to explore, creatively use and be imaginative
passive receiver. while online and in life in general.
30
https://lsedesignunit.com/EUKidsOnline/html5/index.html?page=1 - see www.eukidsonline.net and www.netchildrengomobile.eu for more infos.
31
2006/962/EC, 18 December 2006, http://eur-lex.europa.eu/legal-content/EN/TXT/HTML/?uri=CELEX:32006H0962&from=EN
32
EU NET ADB raport, https://www.rha.is/static/files/Rannsoknir/2013/Qualitative_Report_D5.pdf
19 DIGI-IT UP! DIGITAL YOUTH WORK
DIG-IT
UP!
SUMMARY OF THE CALL AND PROGRAM 20
Discussions and debriefing of activities provided the ● If you upload any content which involves a third-
group with a lot of ideas and insights, so here we party make sure you have authority;
would like to mention at least of few of them. ● Take ownership only of your own content and give
During the debriefing of the Lip dub participants credit to your sources.
shared new ideas for using lipdubs with their target We want to share two more aspects of the
groups, e.g. using it for a short and spicy 2 hours discussion that our participants called ‘food for
workshop up to doing a professional lip dub during a thought’:
couple of weeks with lots of preparation. ● Should there be any censorship online?
The participants found that the exercise was good ● Would it be enough to just say that we are
for supporting communication and team dynamics, applying all general social etiquette and manners to
as the small groups have to talk and interact with the social digital world?! What are general manners
each other and the with person having the camera. or social etiquette?
33
https://www.youtube.com/music_policies
34
https://www.youtube.com/watch?v=DkZ6S5TyRdo
23 DIGI-IT UP! DIGITAL YOUTH WORK
#BRIANTHEONION
OR DIGITAL STORYTELLING
#BrianTheOnion
Duration:
30-60 min
Topics addressed:
Online communication, body image, online safety
Aim:
Addressing digital education topics (online pictures
and videos impact, etc) with a "classical" non formal
education activity, engaging participants and
fostering team building processes. Opening up
discussions on controversial topics without directly
referring to personal experiences, using the result of
the activity instead.
To give more insight into activities we did in DIG-IT
UP! we are going to present one exemplary digital Methodology:
storytelling exercise that we created, with the name The tools applies principles from discovery based
of “Brian the onion” - working with and reflecting learning and peer learning, asking participants to
upon the social media platform Instagram. This is create something with their hands, collaborating
the session outline: with others, and then sharing it online. At this point,
they will be asked to discuss and define together
which aspects / treats of personality may be told
DIG-IT
UP!
#BRIANTHEONION OR DIGITAL STORYTELLING 24
out of what has been uploaded. This will lead them generalisations could be done starting from a single
to discover how easily labels can be attached to piece of picture, etc etc
people due to what appears in their pics etc.
Materials and resources:
Step by step process: ● some onions (1 - 2 every group of 3-4-5
● divide participants in groups of 3-4-5 persons participants)
● be sure that every group has someone with a ● markers, colored paper, tapes, scissors, glue and
mobile device with the instagram app installed onto, everything could be used to create a costume for
using a public profile - or provide them with a pre- the onions
created one if they are on private profiles and ● any kind of other material to turn the onion into a
(correctly!) do not want to open up their pictures to character: feathers, little eyes, small hats, etc etc
the world.
● make every group choose 1 or 2 hashtag which
you have previously written on different cards.
● The hashtag will define the topics of the scenes to
be pictured: for instance #lunchtime, #partyallnight,
#youthwork etc
● put all materials (onions, costume parts etc) on a
table, and give 15-20+ mins to the groups to think
about the 1-2 scenes they have to create according
to the picked hashtags, create the settings, style up
the onions' costumes
● ask them to share one picture of each scene on
instagram using the hashtag #briantheonion AND
the hashtag they picked
● put the website websta.me/search or ● a few mobile devices with instagram app installed
instagram.com on the beamer, login with your (1 for every group of 3-4-5 participants)
personal instagram account and search for ● a PUBLIC working instagram account associated
#briantheonion with every app (you can either ask participants to
● refresh the page every few seconds, and pictures put their profiles as public for a while, or provide
from the different groups will start to appear! them with some pre-created profiles. In this case
● when all pictures have appeared, ask every group you have to create them one by one on a mobile
to write down 4-5 ideas about Brian The Onion with instagram app on it. Use different emails - ie
character, way of acting, what he likes or dislikes, his briantheonion1, briantheonion2 etc- for the different
personality etc etc. profiles)
● Share the results in plenary, writing the results on ● internet connection
a flipchart. Is this the real Brian? Is it not? How we ● a device (pc - laptop - tablet - smartphone)
can tell? connected to a beamer / big screen
● Open up and facilitate a discussion on how easily ● your own instagram account (or one that you
labels can be attached out of online pictures, created for this activity) to enter the instagram
25 #BRIANTHEONION OR DIGITAL STORYTELLING
Outcomes:
● more knowledge about the impact of an online
picture / video on someone's reputation and public
image.
● more understanding on how people can interpret
very differently the same picture, getting
opposite/different meanings out of it
● some learning and use of creativity using mobile
the choice of possible moments to depict in the
devices... instead of being used by them :)
pictures, using more specific hashtags. This could
lead also to address more specific topics: gender
Evaluation:
issues, (cyber)bullying, sexting, hate speech... As
We presented this tool in several different contexts,
said, since the tool works only with *public*
including #DDYW - Defining Digital Youth Work -
instagram account, and you may not want your
conference in Oulu Finland in 2016.These are some
participants to open up their profiles, you could
results of the evaluation processes during the
provide a few pre-registered accounts to the
conference:
participants to avoid privacy issues.
The big advantage is to include technology in non
Possible reflection topics and questions on Brian
formal education processes in a simple, easy way to
the onion:
address some of the possible problems that
Topic: My youth/target group and Instagram
technology itself could bring.
Does my target group use Instagram?
How and with whom do they use it?
The potentialities are the great, wide possible range
What is their focus/goal on Instagram?
of topics and aspects that could be addressed by the
Do I follow my youth/target group with my private
tool simply changing, increasing, better-defining the
account?
various hashtags that teams have to pick up.
Safety features of Instagram?
The only limit is the need for mobile devices,
Topic: Pics on Instagram and other social media
instagram account and internet connection.
What kind of pics do I/my youth share via
Instagram/other social media?!
Notes for further use:
How do I see the self representation of people/my
Please always use the hashtag #briantheonion when
youth on Instagram?
using this tool! We are very curious to discover who,
Do/Did I experience problematic use of Instagram
how, when, where our tool is being used! Of course
with my target group?
the onion can be anything else instead (a potato?
How did I handle this?
any kind of fruit or vegetable?) and you can narrow
PORTRAIT OF THE PARTICIPATING YOUTH WORKERS, THEIR NEEDS AND EXPECTATIONS 26
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27 DIGI-IT UP! DIGITAL YOUTH WORK
enough our participants marked quite many areas, need for youth organisations and youth workers to
meaning that they already had been doing a lot of have further education offers in getting to know
digital youth work without calling it that way or digital tools to promote the organisation, and to get
being aware of doing it. to know practical digital tools to organise, structure
and simplify work and daily life - what we already
This brings us to another facette of the profile of our defined backstage work.
participants. We assume that a big part of people Additionally the question of social digital etiquette
joining our training is “digitally comfortable” and/or came up as a topic that would have needed more
“digitally curious and courageous”, meaning they are time to be discussed, as well as the topic of internet
comfortable using or getting friendly with digital security. These two aspects, even though not
devices and are courageous to just go for it and try directly part of digital youth work, are obviously
new digital devices and tools out. Consequently the connected and relevant when you use and
question arises what kind of offer “digitally shy” incorporate digital media and tools in your youth
people would need to be reached. work.
From the expectation of participants and the
experience during the training, we can still see a
29 DIGI-IT UP! DIGITAL YOUTH WORK
CONTRIBUTIONS BY PARTICIPANTS’
LED SESSIONS
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CONTRIBUTIONS BY PARTICIPANTS’ LED SESSIONS 30
Robert Ecker (Austria): First of all, KAHOOT! is an 3. Make sure you have a stable WIFI/internet
online tool used for funny and interesting quizzes connection as well as a good skype connection with
within groups, school, youth centres, other your partner. It is important that the participants
organisations or for private use. KAHOOT! contains can see the same screen where the quiz is
loads of quizzes which are provided by the website. visualised.
The participants join the quiz by entering a game-pin 4. Start the quiz and give enough time for everyone
and in a last step before playing they have to create in both countries
a Nickname. For doing so, they need a mobile to enter the Game-Pin and the Nickname on their
phone/tablet and the app “KAHOOT!” phones.
5. Start the quiz and have fun together.
But what if you want to create your own quiz?
… then just sign up for free and create the quiz for Why do we do that?
your individual needs. The professional tool will guide ● We want our youth to develop international
you through the easy steps to create a quiz. awareness and to decrease prejudices
Together, we will bring KAHOOT! to the next level! about other cultures and countries.
● To improve knowledge about other countries
My idea is to use the tool (KAHOOT!) for building
bridges between our countries especially for our
youth. As we united Europe to a Union we should What if i tell you that social network ...
also unite our young people for a positive future as Giacomo Frand Genisot (Italy): what I shared during
well. But it is not easy to build bridges, especially not the training are the results of a three day camp
for young people with fewer opportunities, that is attended by 18/19 years old teenagers that I’ve
why the idea of “KAHOOT! International” is a chance hosted before going to the TC DIG -IT UP!. Below
for everyone to unite at least online. How could it you’ll find just a pill of those results. Still a lot of
work? work has to be done on the topic of social network.
1. Find some “KAHOOT International-Partner” and
set an appointment for a quiz session with your During the camp the teenagers were working and
participants. discussing the following questions and impulses:
2. Create a suitable quiz for the participants. ● What if I tell you that is difficult to find a definition
CONTRIBUTIONS BY PARTICIPANTS’ LED SESSIONS 32
PARTICIPANTS SPEAK!
Here you will find some feedback on the training A very enjoyable course. It has reminded why I do
course from the direct words of participants. the job I do! Everyone on the course has got involved
We also asked the ones from the previous edition (in and made it a valuable experience. I would like to
2015) to share some feedback for this publications, thank all the people who made the course possible.
and we got some from them too: :)
Thank you for the experience, for the hard work and
dedication that you put into the project. I leave the
training with great ideas and inspiration for my work.
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PARTICIPANTS SPEAK! 34
FINAL RECOMMENDATIONS
HOW TO PROMOTE DIGITAL YOUTH WORK
IN THE FUTURE
“Every maker of video games knows something that assess learning from the experiences we design.
the makers of curriculum don't seem to understand.
You'll never see a video game being advertised as This means that we should be able to offer the
being easy. Kids who do not like school will tell you youth engaging challenges in the digital domain too;
it's not because it's too hard. It's because it's-- this is what the digital entertainment industry has
boring” understood decades ago, and what we cannot afford
(Seymour Papert). to miss as youth workers of the digital age: being
able to design and shape digital youth work activities
Youth work, when is well done, is engaging. Digital with engaging content, with positive impact and able
youth work is engaging too, and moreover it seems to raise digital skills, knowledge and literacy, as well
to benefit of the engaging super-powers that as to address the many risks and concerns often
technology has on youngsters nowadays. related to digital tools and media, should be our goal.
It is not exactly like this though; as it always Closing this publication, we would like to
happens, the point is not the medium, the point is recommend to all policy makers, decision makers,
the message; in this case it would be better to say, institutions and organisations dealing with education
the point is the content. Once more we can refer to and youth, to support and increase the offer of
some knowledge developed inside the framework of quality and up-to-date training opportunities for
the European projects for youth - in this case we youth workers, focusing exactly on this goal: having
will quote the Youth in Action action 4.4 Non Virtual a direct impact in youth work activities, and not only
Youth Citizenship in a virtual world 31 (2008-2009) : on communication, promotion, dissemination, as
every challenge with the right content balance often happens with trainings dealing with digital
between players skills and challenge goals puts the tools. These are important aspects, but they are
player in a state of Flow, as defined in the studies of part of the standard, backstage work, while we
Mihaly Csikszentmihalyi. Be it an online roleplaying consider crucial to bring knowledge and
with your avatars, or climbing a rock in a national competences regarding digital media and tools in the
park, we should focus on the level of challenge that very activities with youngsters.
we are offering to youngsters, the quality of their
engagement, the ability to extract, recognize and This approach could then be extended to the formal
31
Here you can read the research report (in Italian only)
http://www.spaziogiovani.it/download/pubblicazioni/Report-NonVirtualYouth-flow.pdf
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FINAL RECOMMENDATIONS 36
education too; in fact we believe that one very of software, app, device etc, as one of our
interesting side-effect of digital youth work, when it participants demonstrated telling about her
reaches out from its standard places, is making experience of using PokemonGo in her youth center.
formal contexts a little more non-formal, allowing a When adults would stop considering video games as
more playful attitude to teaching and learning, “silly games” and start wondering how they can
introducing experience-based learning situations and achieve such a grip and an impact on youth, a lot of
environments, creating more user-centered interesting elements could be learnt, starting from
approaches, which are a great improvement to the the approach that more and more learning-
diversity and multiplicity needed by formal learning experience designers are calling gamification, that is
nowadays to be more effective and inclusive. based on concepts, such as learning from mistakes
and experiences, getting immediate feedback for
Also parenting needs these skills, to become more your behavior, etc, which have been normally
digital: too many parents have poor knowledge of included in every well designed youth work activity
opportunities, risks and challenges related to digital for years and years.
media, and they often feel inadequate, or tend to
worry too much (or not enough!) about behaviors As we said already, there is a whole new part of the
which they have hard time in understanding. world added to our “normal” reality, and who is
dealing with youth should be able to behave in this
Digital youth workers could have a great impact here world with the same openness and curiosity as in
too, working as a connection between the analog the ordinary places we are used to.
parents and their digital children, proposing activities This should be the main aim of every training in the
in which parents and children can play and learn field of digital youth work and this is the attitude
together, or even where children will teach that we want to keep. And this is also why we need
something to parents (in terms of technical mastery a common approach and quality models in training
of the devices) and parents will teach something to youth workers on digital youth work.
children (in terms of asking questions, apply critical Here is where the already mentioned EC Expert
thinking to the platforms etc). Group could give a great contribution in changing the
point of view, and where the Transnational
The tasks to be fulfilled by organisations in order to Cooperation Agreements in the framework of
promote digital youth work are already listed and Erasmus Plus could make a difference, for instance
made clear in the guidelines defined by Verke, which deciding to insert recurrent digital youth work
once again we totally agree with, so we will not add trainings in the standard offer of training courses for
anything on this topic here. youth workers, together with the classic trainings
that have shaped the use of the programme
Every digital tool, being a tool, can be used for a resources for so many years.
number of possible uses, in a number of possible
contexts. We would like to recommend an open-
minded attitude towards these tools, trying to find
possible uses to any kind of new or widespread piece
37 DIGI-IT UP! DIGITAL YOUTH WORK
WHO WE ARE
PROFILE OF THE TEAM
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WHO WE ARE - PROFILE OF THE TEAM 38
Pathways towards validation and recognition of education, training & learning in the youth field, 2004:
http://pjp-eu.coe.int/documents/1017981/1668227/Pathways_towards_validati.pdf ) and Pathways
2.0, 2011
(http://pjp-eu.coe.int/documents/1017981/3084932/Pathways_II_towards_recognition_of_non-
formal_learning_Jan_2011.pdf )
The Council Resolution of 27 November 2009 on a renewed framework for European cooperation in
the youth field (2010-2018):
http://eur-lex.europa.eu/legal-content/EN/TXT/HTML/?uri=CELEX:32006H0962&from=EN
The mandate of the Expert group on digitalisation and youth coordinated by DG EAC Unit C1-Youth
Policy with the aim of analysing risks, opportunities and implications of digitalisation for youth, youth
work and youth policy:
http://ec.europa.eu/assets/eac/youth/policy/documents/mandate-expert_group-digitalisation-
youth_en.pdf
Young Children (0-8) and Digital Technology, A qualitative exploratory study across seven countries:
http://publications.jrc.ec.europa.eu/repository/handle/JRC93239
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