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Digital Youth Work in
Policies and Practicies
Suvi Tuominen & Juha Kiviniemi, Verke

@verkeorg
EAYW, Kranjska Gora 22.5.2019
• What is digital youth work?
How is it promoted at policy
level in Europe?
• Examples of digital youth
work: maker activities
• Innobox - Tool for
innovating new practicies
in youth work
In this session
Round of introductions
Verke - National Centre of Expertice for Digital Youth Work
Verke’s goals 2018-2019
1. Knowledge of ways of using digital media and technology
will increase and expand in the field of youth work

2. The structures of youth work will support the use of digital
media and technology in youth work

3. Innovative youth work services and concepts using digital
media and technology will be created
What does Verke do?
Train professionals:
Last year over 2600 participants 

in 14 provinces
Produce materials:
videos, guides, article
publications, podcasts etc.
Consult:
Innovation partnerships, 

memberships in steering groups
Facilitate networking:
SomeCamp, Friday chats, other events
Research:
Surveys on digital youth work,
research collaborations
Communicate:
newsletter, blog,
social media, #digi10-challenge
Policies
EU Expert Group for Digitalisation and Youth 2016-2017
European Union Work Plan for Youth 2016–2018
Youth work and cross-sectorial cooperation shall be strengthened with the following aims, in line
with the priorities agreed in the joint EU Youth Report 2015:
A. Increased social inclusion of all young people, taking into account the underlying European values;
B. Stronger participation of all young people in democratic and civic life in Europe;
C. Easier transition of young people from youth to adulthood, in particular the integration into the
labour market;
D. Support to young people's health and well-being, including mental health;
E. Contribution to addressing the challenges and opportunities of the digital era for youth
policy, youth work and young people;
F. Contribution to responding to the opportunities and challenges raised by the increasing numbers
of young migrants and refugees in the European Union.
• Definition of digital youth work
• Policy recommendations for
developing digital youth work
• Examples of innovative good
practices
• List of relevant training needs for
digital youth work
• List of online available training
material
• Full report: https://
publications.europa.eu/s/fouj
Definition of digital youth work
• Digital youth work means proactively using and/or addressing digital media and
technology in youth work.
• Digital youth work is not a youth work method - digital youth work can be included in any
youth work setting (open youth work, youth information and counselling, youth clubs, detached
youth work…).
• Digital youth work has the same goals as youth work in general, and using digital media and
technology in youth work should always support these goals.
• Digital youth work can happen in face-to-face situations as well as in online environments - or
in a mixture of these two. Digital media and technology can be used either as a tool, an activity
or a content in youth work.
• Digital youth work is underpinned by the same ethics, values and principles as youth work.
• Youth workers in this context refer to both paid and volunteer youth workers.
Two dimensions of digital youth work
Technological viewpoint Sociocultural viewpoint
- Online councelling - Making YouTube videos
- Participation via online tools - Discussions about media
- Marketing on social media - Hacklabs and maker culture
EXAMPLES
Digitalising
youth work
services
Increasing
young people’s
digital skills
Policy recommendations
• Common understanding of digital youth work: every youth
worker should understand the importance of digital youth work
• Strategic development of digital youth work: plans for
developing digital youth work, incorporated into strategies &
training plans
• Youth participation and youth rights: inclusive approach,
safety & privacy
• Knowledge and evidence: research and impact assessment is
needed
Invites the commission and
member states to include digital
youth work to relevant policies
EU YOUTH STRATEGY 2019-2027
Youth goals include aspects of digital
inclusion & accessibility, information
literacy, new digital forms of participation
2019: Council conclusions on digital youth
work. Promoting the organisational
development of digital youth work and
competence building.

2020: EU-CoE Partnership - Youth
Knowledge Book & Research on "Social
Inclusion, Digitalisation and Young People"
What’s next?
What’s next?
Why are policies so important?
• Policies draw a wider picture and
sets goals to youth work’s
digitalisation
• If youth work fails to embraze
digital technology, it risks of
becoming irrelevant for young
people
• To allocate funding for digital
youth work
www.verke.org
www.intercityyouth.eu
InterCity Youth working group
• A Working Group to exchange experiences to design a
municipal digital strategy and a process to implement
digitalization in youth work
• The Working Group runs until the end of 2020 meeting at least
twice face-to-face plus 2-4 times online plus work at home. Each
participant covers its own travel and accommodation costs.
• Each participating city can be represented by a manager of youth
services and, if needed,  assisted by a member of staff working
with digitalization
• Deadline for applying May 31st
• Apply at: http://tiny.cc/dyw
In the making: Guidelines on digital youth work
• Will be launched in September
2019
• Want to participate in making the
guidelines? Answer our survey!
• Part of Erasmus+ KA2 project,
more info on the project +
materials on
www.digitalyouthwork.eu
• Will be launched in September
2019
• Want to participate in making the
guidelines? Answer our survey!

—> http://tiny.cc/digitalyouthwork
• Part of Erasmus+ KA2 project,
more info on the project + materials
on www.digitalyouthwork.eu
In the making: Guidelines on digital youth work
Maker activities in youth
work
Who here is a maker?
Maker culture?

Maker activities?
Roots in traditional craftsmanship
”The Maker Movement…is the umbrella term for
independent inventors, designers, and 
        tinkerers. A convergence of computer
(programmers) and traditional artisans, the niche is 
        established enough to have its own magazine,
Make, as well as hands-on Maker Fairs 
        that are catnip for DIYers who used to toil in
solitude.”

-Joan Voight (2014)
21st century making includes
technologies such as..
3D printing
Laser cutting
Robotics and
coding
But it’s not about the technology!
“Youth work values are what’s most
important, and then we build the
technology around that:
It’s less about building technical skills
and more about being a tool to express
themselves.”


- Youth Worker in 

Screenagers -study (2016)
Youth work stays in the core.
“One prevalent theme in these contributions*
is the long-lasting effect of early experiences
on the road to becoming a maker.
Even if we wouldn’t strive to have all young
people become maker activists, many of the
views expressed hereafter resonate with
youth work professionals.”
* Maker activities in youth work (2019)
“Any activity that supports young
people’s self-reliance, creativity,
lifelong learning and, above all,
their healthy belief in their own
abilities is bound to belong in the
youth work bag of tricks. “
Maker activities are also about..
(See if this feels familiar)
Doing things together
Learning by experimentation
Creativity
Building and fostering communities
Changing society
Our context
Our context
• Non-formal education
• Youth work
• Digital youth work
• Technology education
• Closely related to STE(A)M
Possible goals for maker activities can include..
• Building new and engaging activities around new technologies to
attract young people
• Fostering young people’s technological and digital skills
• Providing access to technology for young people (thereby
addressing the digital gap)
• Updating existing activities to make them more attractive in the
digital age
In maker activities we are learning about..
• How technology works
• How we can take advantage of technology
• How we can take control of technology
• How we can apply our practical technology skills
• How technology can be used to influence society
The essential tasks for us
• Give youth workers tools and competencies to implement maker
activities in their work
• Give a wider perspective of the effects of digitalisation and
technological progress (i.e. “why is it important for young people
to know how technology works”)
• Remove possible fear of technology
• Explore and co-learn with practitioners in our trainings
Examples
Group activities built around robotics kits
mBots in church youth work
LED hobby horses
Hacking old rotary phones
Making a basic tester for circuits
Interactive art (by Exploring Senses UK)
Find @exploringsenses on instagram
Go to digitalyouthwork.eu for good practice videos
Innobox
www.digitalyouthwork.eu
Innoboksin idea ja sisällöt
Innovointiharjoitus
Strategic planning starts by
looking into the the future:
where are we headed?
Young people
Technology
Youth Work
Society
Megatrendit
Let’s try it out!
• This exercise will awaken your creativity.
• In this exercise, the task is to combine two different objects and
come up with as many new uses as possible for the combination. At
the end, the best idea for both pairs of objects will be selected.
• Remember, as this is a warm-up excersize, all ideas are bad at this
point. Be creative!
Innobox: combination
Divide into groups of 5-6 people
• A data projector and
• A scale (for weighing yourself)
List as many uses as possible for..
Innoboksin loput sisällöt
Digital youth work in policies and practices   eayw 22.5.2019

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Digital youth work in policies and practices eayw 22.5.2019

  • 1. Digital Youth Work in Policies and Practicies Suvi Tuominen & Juha Kiviniemi, Verke
 @verkeorg EAYW, Kranjska Gora 22.5.2019
  • 2. • What is digital youth work? How is it promoted at policy level in Europe? • Examples of digital youth work: maker activities • Innobox - Tool for innovating new practicies in youth work In this session
  • 4.
  • 5.
  • 6. Verke - National Centre of Expertice for Digital Youth Work
  • 7.
  • 8. Verke’s goals 2018-2019 1. Knowledge of ways of using digital media and technology will increase and expand in the field of youth work
 2. The structures of youth work will support the use of digital media and technology in youth work
 3. Innovative youth work services and concepts using digital media and technology will be created
  • 9. What does Verke do? Train professionals: Last year over 2600 participants 
 in 14 provinces Produce materials: videos, guides, article publications, podcasts etc. Consult: Innovation partnerships, 
 memberships in steering groups Facilitate networking: SomeCamp, Friday chats, other events Research: Surveys on digital youth work, research collaborations Communicate: newsletter, blog, social media, #digi10-challenge
  • 11. EU Expert Group for Digitalisation and Youth 2016-2017
  • 12. European Union Work Plan for Youth 2016–2018 Youth work and cross-sectorial cooperation shall be strengthened with the following aims, in line with the priorities agreed in the joint EU Youth Report 2015: A. Increased social inclusion of all young people, taking into account the underlying European values; B. Stronger participation of all young people in democratic and civic life in Europe; C. Easier transition of young people from youth to adulthood, in particular the integration into the labour market; D. Support to young people's health and well-being, including mental health; E. Contribution to addressing the challenges and opportunities of the digital era for youth policy, youth work and young people; F. Contribution to responding to the opportunities and challenges raised by the increasing numbers of young migrants and refugees in the European Union.
  • 13. • Definition of digital youth work • Policy recommendations for developing digital youth work • Examples of innovative good practices • List of relevant training needs for digital youth work • List of online available training material • Full report: https:// publications.europa.eu/s/fouj
  • 14. Definition of digital youth work • Digital youth work means proactively using and/or addressing digital media and technology in youth work. • Digital youth work is not a youth work method - digital youth work can be included in any youth work setting (open youth work, youth information and counselling, youth clubs, detached youth work…). • Digital youth work has the same goals as youth work in general, and using digital media and technology in youth work should always support these goals. • Digital youth work can happen in face-to-face situations as well as in online environments - or in a mixture of these two. Digital media and technology can be used either as a tool, an activity or a content in youth work. • Digital youth work is underpinned by the same ethics, values and principles as youth work. • Youth workers in this context refer to both paid and volunteer youth workers.
  • 15. Two dimensions of digital youth work Technological viewpoint Sociocultural viewpoint - Online councelling - Making YouTube videos - Participation via online tools - Discussions about media - Marketing on social media - Hacklabs and maker culture EXAMPLES Digitalising youth work services Increasing young people’s digital skills
  • 16. Policy recommendations • Common understanding of digital youth work: every youth worker should understand the importance of digital youth work • Strategic development of digital youth work: plans for developing digital youth work, incorporated into strategies & training plans • Youth participation and youth rights: inclusive approach, safety & privacy • Knowledge and evidence: research and impact assessment is needed
  • 17. Invites the commission and member states to include digital youth work to relevant policies
  • 18. EU YOUTH STRATEGY 2019-2027 Youth goals include aspects of digital inclusion & accessibility, information literacy, new digital forms of participation
  • 19.
  • 20.
  • 21. 2019: Council conclusions on digital youth work. Promoting the organisational development of digital youth work and competence building.
 2020: EU-CoE Partnership - Youth Knowledge Book & Research on "Social Inclusion, Digitalisation and Young People" What’s next? What’s next?
  • 22. Why are policies so important? • Policies draw a wider picture and sets goals to youth work’s digitalisation • If youth work fails to embraze digital technology, it risks of becoming irrelevant for young people • To allocate funding for digital youth work
  • 25. InterCity Youth working group • A Working Group to exchange experiences to design a municipal digital strategy and a process to implement digitalization in youth work • The Working Group runs until the end of 2020 meeting at least twice face-to-face plus 2-4 times online plus work at home. Each participant covers its own travel and accommodation costs. • Each participating city can be represented by a manager of youth services and, if needed,  assisted by a member of staff working with digitalization • Deadline for applying May 31st • Apply at: http://tiny.cc/dyw
  • 26. In the making: Guidelines on digital youth work • Will be launched in September 2019 • Want to participate in making the guidelines? Answer our survey! • Part of Erasmus+ KA2 project, more info on the project + materials on www.digitalyouthwork.eu
  • 27. • Will be launched in September 2019 • Want to participate in making the guidelines? Answer our survey!
 —> http://tiny.cc/digitalyouthwork • Part of Erasmus+ KA2 project, more info on the project + materials on www.digitalyouthwork.eu In the making: Guidelines on digital youth work
  • 28. Maker activities in youth work
  • 29. Who here is a maker?
  • 30.
  • 32. Roots in traditional craftsmanship
  • 33. ”The Maker Movement…is the umbrella term for independent inventors, designers, and          tinkerers. A convergence of computer (programmers) and traditional artisans, the niche is          established enough to have its own magazine, Make, as well as hands-on Maker Fairs          that are catnip for DIYers who used to toil in solitude.”
 -Joan Voight (2014)
  • 34. 21st century making includes technologies such as..
  • 38. But it’s not about the technology!
  • 39. “Youth work values are what’s most important, and then we build the technology around that: It’s less about building technical skills and more about being a tool to express themselves.” 
 - Youth Worker in 
 Screenagers -study (2016)
  • 40. Youth work stays in the core.
  • 41. “One prevalent theme in these contributions* is the long-lasting effect of early experiences on the road to becoming a maker. Even if we wouldn’t strive to have all young people become maker activists, many of the views expressed hereafter resonate with youth work professionals.” * Maker activities in youth work (2019)
  • 42. “Any activity that supports young people’s self-reliance, creativity, lifelong learning and, above all, their healthy belief in their own abilities is bound to belong in the youth work bag of tricks. “
  • 43. Maker activities are also about.. (See if this feels familiar)
  • 47. Building and fostering communities
  • 50. Our context • Non-formal education • Youth work • Digital youth work • Technology education • Closely related to STE(A)M
  • 51. Possible goals for maker activities can include.. • Building new and engaging activities around new technologies to attract young people • Fostering young people’s technological and digital skills • Providing access to technology for young people (thereby addressing the digital gap) • Updating existing activities to make them more attractive in the digital age
  • 52. In maker activities we are learning about.. • How technology works • How we can take advantage of technology • How we can take control of technology • How we can apply our practical technology skills • How technology can be used to influence society
  • 53. The essential tasks for us • Give youth workers tools and competencies to implement maker activities in their work • Give a wider perspective of the effects of digitalisation and technological progress (i.e. “why is it important for young people to know how technology works”) • Remove possible fear of technology • Explore and co-learn with practitioners in our trainings
  • 55. Group activities built around robotics kits
  • 56. mBots in church youth work
  • 59. Making a basic tester for circuits
  • 60. Interactive art (by Exploring Senses UK) Find @exploringsenses on instagram
  • 61. Go to digitalyouthwork.eu for good practice videos
  • 64. Innoboksin idea ja sisällöt
  • 65.
  • 67. Strategic planning starts by looking into the the future: where are we headed? Young people Technology Youth Work Society
  • 70. • This exercise will awaken your creativity. • In this exercise, the task is to combine two different objects and come up with as many new uses as possible for the combination. At the end, the best idea for both pairs of objects will be selected. • Remember, as this is a warm-up excersize, all ideas are bad at this point. Be creative! Innobox: combination
  • 71. Divide into groups of 5-6 people
  • 72. • A data projector and • A scale (for weighing yourself) List as many uses as possible for..
  • 73.