Artificial Intelligence Qualifications' Improvement and Utilization (Alqiu)
Title: Artificial Intelligence Qualifications' Improvement and Utilization (Alqiu)
Number: 2023-3-LT02-KA153-YOU000173079
Dates: 01/03/2024 - 31/08/2025
Main Aim: The main aim of this project is 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: One representative from each partner organization will meet in Lithuania to plan project activities (1 day).
VR and Gamification Training: 25 youth workers from partner countries will receive training on VR and gamification strategies, with at least 5 participants from disadvantaged backgrounds (6 days).
AI Utilization Training: The same group of 25 youth workers (preferably) will be trained on AI utilization in youth work (6 days).
Digital Toolkit Development: Participants will collaborate on creating teaching videos and resources for the digital toolkit during both training activities.
Dissemination: Sharing project outcomes, resources, and best practices with a wider audience, including other youth workers, organizations, institutions, and policy-makers.
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Results and Impact:
Improved digital skills and competencies of youth workers in AI, VR, and gamification.
Enhanced ability to promote social inclusion through innovative youth work strategies.
Creation of a digital toolkit with teaching videos and resources for AI, VR, and gamification in youth work.
Wider dissemination of project outcomes, benefiting the youth work sector at local, national, and European levels.
Long-term impact as participants apply their skills in future youth work initiatives.
Development of a network of skilled and innovative youth workers, fostering cross-border collaboration and enriching the European youth work community.
PARTNERS
Poland
Spain
Turkey
Romania