CLIMB/ Click&Innovate&Move&Build

Designed to enhance the digital competencies of youth workers, this project consists of an 8-day intensive training camp.

Designed to enhance the digital competencies of youth workers, this project consists of an 8-day intensive training camp. Participants will experience project cycle management and the effective use of digital tools through a hypothetical association building simulation. The training will focus on the use of digital tools such as Google Drive, Canva, Padlet, Miro, Notion, Kahoot, Slack, Loom and Pinterest to develop participants' skills.
Objectives
The main objective of the project is to increase the skills of youth workers to use digital tools effectively and to support digitalization processes in youth projects. In addition, the project offers a special training program on writing, managing and reporting projects with digital tools. This program targets youth workers, leaders and representatives of civil society organizations active in youth projects. Improving the digital skills of the participants will also contribute to the digitalization processes of their organizations. The objectives of our project are briefly listed as follows:
1. To improve the skills of youth workers to use digital tools effectively.
2. To support and disseminate digitalization processes in youth projects.
3. To increase participants' skills in writing, managing and reporting projects with digital tools.

The most striking feature of the training program is the simulation of establishing a hypothetical association. Within the scope of this simulation, participants will experience project writing, implementation and reporting processes through the association with digital software. The training process is not only limited to the transfer of theoretical knowledge, but also includes the opportunity to practice with real-time applications. Furthermore, the program will provide comprehensive information by introducing a wide range of digital tools for different needs.
Objective/Scope
The program is designed by expert instructional designers to teach the effective use of digital tools. Participants will learn about cloud storage, video conferencing tools, design and communication platforms and collaboration tools. Simulation activities are designed to enable participants to establish an association and run their project processes through it. Through project writing, implementation and reporting activities in realistic contexts, participants will have the opportunity to put what they have learned into practice.
Through online and face-to-face sessions, the program also encourages experience sharing with participants who have already been involved in similar projects. The aim of the project is to significantly increase the digital competencies of the participants, enabling them to implement more effective digital practices in their organizations. After the completion of the project, participants are expected to organize similar training programs at local level and share knowledge. In addition, the “Digital Tools Handbook and Guide” prepared during the training process will be disseminated to inspire and support other youth workers.
The project also includes gamification elements to increase the motivation of the participants. Incentive mechanisms such as badges, certificates or point systems for tasks and mini projects are used to increase participation. Moving the simulations to online platforms with the hybrid model enables participants to organize real meetings with video conferencing tools and receive feedback. The digital crisis management scenarios implemented in the training program develop participants' skills to produce solutions to unexpected problems.
Target Audience
Youth workers, leaders and representatives of civil society organizations active in youth projects.
Innovative aspects of the project
- Hypothetical Association Simulation: Participants will write, implement and report projects using digital tools through the hypothetical association they will establish.
- Practical and Interactive Training: Participants will have the opportunity to learn theoretical knowledge as well as real-time practical learning.
- Wide Range of Digital Tools: The training covers the use of multiple digital platforms for different needs.
- Gamification Elements: Participants will be an active part of gamification throughout the process and at the end by receiving badges, points, progress reports for various activities.

In conclusion, this project offers a comprehensive solution for youth workers to overcome the challenges they face in the digitalization process and integrate these skills into their work processes. This training camp, where theoretical knowledge is supported by practical applications, will contribute to youth workers to carry out their projects more effectively.

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Project overview

CLIMB/ Click&Innovate&Move&Build is a project by
Al Selam Derneği
taking place
from 2025-09-01 till 2026-09-01
This project relates to:
Youth Exchanges, Training and Networking, Capacity Building
and is focusing on:
  • Sustainable development
This project can include young people with fewer opportunities like
  • Social obstacles
  • Economic obstacles
  • Disability
  • Educational difficulties
  • Cultural differences
  • Geographical obstacles

Short URL to this project:

http://otlas-project.salto-youth.net/17518

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