TOY - Trainers Online for Youth
This is a reference for Spela Gorjan
At the international training "Let's draw", we equipped youth workers, trainers, facilitators and youth leaders with creative methods and tools that encourage young people to express themselves through drawing and support young people's learning processes using visual displays (graphic facilitation). We learned about various games and methods of gamification that are based on creative processes and expression, in which young people (especially marginalized young people) actively participate and use them together with youth workers/trainers/facilitators.
The goal of improving the capacity of youth workers to support the inclusion of marginalized young people was already achieved through the inclusion of some participants who come from marginalized groups. At the same time, during the training itself, we constantly emphasized the methods and tools of informal learning used, which helped to enrich and raise their competences in working with young people in various ways.
We constantly strengthened the improvement of pedagogical skills, through the methods and techniques used and by encouraging reflection, co-creating a safe space. We used predominantly analog approaches and tools, which is in itself inclusive for wider groups, and at the same time, through discussions, we also designed a shift in focus from screens to us, the people.
We developed and disseminated creative methods of informal learning through the use of graphic facilitation, gamification, creative methods to support expression, diverse theatrical and artistic and performance media for getting to know each other, building a group, community, discussions on various topics. We tested and used numerous creative methods and tools for reflection and made sense of its meaning and effects.
Youth workers, trainers, facilitators, volunteers
Experiential learning
Results: Empowered participants, equipped to immediately and directly apply the acquired knowledge in their own practices. A group visual storyboard that remains for everyone to use and inspire. A manual for using the acquired skills, created by the participants themselves, during the training. Knowledge of new games, techniques and methods that participants can use when working with marginalized groups.
Effects: More confident and knowledgeable youth workers, volunteers and youth mentors who use creative methods, approaches and games more often in their everyday lives. Spreading awareness of the meaning and importance of using visual approaches and techniques in working with young people, especially those from vulnerable groups. Raising the visibility of the use of gamification and other informal methods and approaches to working with diverse young people.
Trainer