Tools-to-Explore sessions are an opportunity for participants to go deeper into understanding and developing tools/approaches around a particular theme or sub-theme. Unlike a normal Tools Workshop session, Tools-to-Explore is a pathway composed by multiple sessions and addressed to the same group of participants, sized between 12 and 14. The participants sign-up to attend 3 x 1.5 hours interlinked sessions with the same facilitator:
- Tuesday 5th October from 15.00 to 16.30
- Wednesday 6th October from 12.00 to 13.30
- Thursday 7th October from 10.00 to 11.30
The facilitator will prepare a programme of activities which builds up overall 3 sessions. One important aspect of Tools-to-Explore is that transferability of the tool/approach needs to be very clearly addressed and participants should be engaged in creating something applicable for their reality, as part of the whole process of 3 sessions.
In Tool Fair XV, we will propose a range of 6 Tools-to-Explore groups to join. Participants will have the possibility to choose their favourite one among the available proposals, directly from the agenda of the event in this website, one time that the online booking system will be opened. Registration will be will be required only one time and it will be valid for all 3 session.
Toolkit for prevention of violent radicalization
Violent Radicalization and Extremism are two very important and current issues for youth workers who work with young people in situations of fragility and beyond. Often a theme not addressed with sufficient attention and where adequate pedagogical tools are lacking. The workshop will be an opportunity to present both a concrete tool, but also to learn about the process that led to its realization and also the potential for use with different target groups.This game has been created in the context of the work done by the SALTOs, National Agencies of Erasmus+ and the Partnership in field of youth (EU &CoE). This game set consists of cards that represent various factors shaping the perceptions and minds of young people, which may influence the process of adoption of radical belief system. By playing this game, players brainstorm various influencing factors and ways in which they are manifested through case studies, walk through the ladder of radicalisation process and devise strategies for intervention.The workshop will be conducted in collaboration with two other experts connected with online and who will integrate with their experiences in Belgium and Australia.
Bruno António graduated in Social Education at the University of the Algarve in Faro, Portugal. During his educational path, he lived abroad, namely in Brazil, India and Scotland. For the past 12 years, Bruno has been actively engaging in international youth work, working as an expert and external consultant for several institutions, such as the European Commission and the Council of Europe. He previously took office as Secretary General of Youth for Exchange and Understanding, as well as Executive Director at ECOS – Cooperativa de Educação, Cooperação e Desenvolvimento. He is member since 2019 of the pool of trainers of Youth Work Against Violent Radicalisation and Extremism
The Safeguard Challenge
“The Safeguard Challenge” is an outdoor board game developed by Chabibeh Club in the framework of an awareness raising project on Sexually Transmitted Infections and Substance Use funded by UNICEF. The game was designed to provide knowledge for youth on the topics in a fun, engaging and motivating approach that includes multiple choice, true and false and challenge questions. It was also designed in different ways that allows for its facilitation in outdoor and indoor settings and online. The workshop will offer participants the chance to play the board game and experience the different settings it was designed for (indoor, outdoor and online) and to experience the steps taken to develop the game and to adapt it to the different settings. During the workshop will be possible to discuss sensitive areas that needed to be taken into consideration when shifting to online settings related to youth accessibility and to reflect on transferability of the tool to the participants youth work topics.
Lama Zeinoun Tabet, Head of Youth Department at Chabibeh Club Lebanon, Trainer and Expert in Youth and Women Empowerment.
Minecraft: Videogames and Non-Formal Education
Videogames can be used in non-formal learning contexts, and some of their elements can be transferred to offline environments. In some games it is easier than in others, so we will use the world-famous game Minecraft as a first playground to test different dynamics, activities and possibilities for non-formal learning in videogames and offline-online transitions. We will be exploring also some other games and platforms (for instance Among Us), discussing inclusion and possible future developments. The workshop will provide an opportunity to focus on digital transition (adapting tools from offline to online and vice versa) This tool uses a fully digital element, videogames, as a starting point to show the possibility to adapt non formal learning approaches to digital spaces – and then aims at bringing some elements of videogames themselves in offline, regular training settings: either in terms of designing learning activities including videogames, and in terms of using creativity applied to videogames elements, this will be a practical demonstration of digital transition. I believe that what we all learnt during this year and more of digital-only interaction should be put at work to figure out new ways to do non formal education, that could be more and more in the direction of hybrid experiences mixing up online and offline, or even better, more in general, digital and analog spaces and tools to engage and interact with participants in different and innovative ways." Bring your own computer in every session or ask for one, it will be necessary!
Michele Di Paola is a youth worker and trainer, expert in digital youth work and digital media literacy projects, either in Italy with his organization Spazio Giovani, and in Europe, where he is active in designing training courses for youth workers about the impact of digitalization in non formal education, (Dig-It up! , Citizenship Reloaded) and in digitalization of youth work tools, from Council of Europe’s Compass manual to SALTO European Training Strategy competence models for trainers and youth workers. He blogs about these topics in Italian and English, on his website www.dipaola.me
Opening the T-kit “Value-based learning in mobility” treasure chest
Values are guiding principles that make people decide and act in a certain way. Value-based learning is concerned with discovering what values are, and what they mean for each individual, group or community, and through that, empowering learners to embrace and embody them in their actions and behaviours. It enables young people to become agents of change and shape their context and realities now and in the future. The T-kit and our proposal for the workshops introduce the key foundations of value-based learning, enable space for reflection and self-exploration and offer concrete methods and tools that can be built on. During the sessions will be possible to deepen understanding of the concept of values and value-based learning and to develop awareness of how value-based learning can be facilitated to empower learners to face the unknown and become agents of change. In addition will be possibel to experience concrete value-based learning activities of the T-kit, and develop ideas for further activities, adapted to diversity of the learning contexts. A bonus, meta objective :and to encourage self-reflection and understanding of the facilitator’s position as a role model, with emphasis on empathy and generosity as essential aspects of holistic well-being.
Snežana Bačlija Knoch is an educational consultant in the European youth field and has been a facilitator of learning for nearly two decades. She loves to create encouraging and inviting learning environments, to facilitate action-oriented value-based learning, and to experiment with (and sometimes create) different educational tools and approaches. Snežana enjoys the challenges of writing and also likes to just sit in her yellow armchair and read books and stories. She is motivated by a diversity of thoughts, values and beliefs and is inspired by her husband, two kids, travelling, playing and cats. Oh, and a lot of questions!
Susie Nicodemi comes from the practice field, has done a bit of policy-making, enjoys facilitating, and is getting more and more into writing and research. “I live in a town in the south of England with my family, trying to bring European values down to local every day actions. I have been involved in youth work (local and international) for a long time - with many different hats on. European programmes make a difference. Helping shape them makes me more me.”
Game of optimization
Focus of this proposal is placed on improving personal wellbeing, using personal data, Arduino devices and code/3D printing to collect them - with addition of using digital tools to navigate the learning. What are you going to learn? - Optimization methods with regard at wellbeing aspect - Functional use of data visualization tool - Importing code to Arduino devices and simple sensor data analytics Firstly, you will investigate the ancient art of observing each other to notice the traits that are valuable in human survival (aka… life ) and look into the identities we carry with ourselves as we process daily tasks. We will look at the chaos of identity and organize it as best as we can and use data visualisation to pull some meaning out of it, according to rule "Be precise in your speech". We will make use out of phrases like ‘I am a person that….’ A lot. Those are affirmations and they help us in our game every day we use them. To navigate our “work towards the success” we will use Arduino devices, to find out how to use coding for observing our time usage in many daily tasks. “Optimization of life” may sound bad – but we will try to optimize our work/learn/play time on the low level, to find out what makes the optimization have a bad reputation and to improve personal wellbeing with a better time and task management.
Alicja Anna Jablonska is a Robotics Engineer, Product Owner / Project Manager and Maker with a strong interest and passion for 3D design/printing, coding and electronics. Non-formal education enthusiast with entrepreneurial mindset. Activist fully-committed to exploring new areas and developing MAD projects (Making A Difference). Always eager to learn more tricks from anyone - regardless of the industry they're working in.
FORTITUDE – larp for future
LARP – Live Action Role Playing Game. 10-32 participants play the roles of diplomats during international environmental peak in the year 2050, within a science-fiction scenario of the climate catastrophe that has already happened. The game is based on 60 pages of research done by Fridays For Future Poland activists and complex eduLarp methodology including innovative modules of distributing votes and personal objectives. The game is targeted to youth 13-30, has a low entry threshold and is playable both online and in-person. Expanded debriefing session aims at elaborating the collaborative real-life goal of saving the planet. The workshop will allow participants to acquire an innovative open-source tool to tackle the topic of climate change and a practical know-how about educational LARPs, which is necessary to use this game in their own countries and to explore the research-based science-fiction scenario of climate catastrophe, strengthen motivation to act for the climate issues, acquire experience-based understanding of why it is so hard to achieve positive environmental outcomes on European and global level. Would also be possible to get involved into the participative cooperation between professional educators and young activists from Fridays For Future movement, who have co-created this game and are also willing to work world-wide on its further implementation.
Zbigniew Janczukowicz I am a teacher of philosophy and ethics by education, but I don't work in school because I believe that the older should learn from the younger, not the other way around. In 2018, I founded Nausika Educational Foundation, in which I work as project-manager, game-designer, accountant, technician and gardener at the same time.