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Digital youth
work
FROM MAGIC TO
EVERYDAY PRACTICE
JUHA KIVINIEMI
• Youth worker active in the
fi
eld since
2003
• Digital youth work expert
• Trainer and facilitator
• Maker enthusiast
About me
• Verke coordinates the centre of expertise on
Digital youth work. It is comprises Verke (City of
Helsinki) and Koordinaatti (City of Oulu)
• Resources split 4/5 for Verke and 1/5 for
Koordinaatti
• Current tenure 2020-24
• Fully funded by the ministry of Education and
Culture
Centre for expertise on Digital
youth work
Youth field centres for expertise 2020-23
• The ministry of Education and Culture appoints the centres for expertise for a
specified period to support the implementation of the national youth policy
• The centres for expertise develop and support the competences, expertise
and information flow of the youth field according to the youth act
1. Municipal youth work - Center for expertise on municipal youth work Kanuuna
Administrated by: the city of Lahti
2. Youth NGO’s current status and impact - Centre for expertise Kentauri
Administrated by: the Guides and Scouts of Finland
3. Youth participation - Centre for expertise on participation
Administreted by: Youth academy
4. Targeted youth work - Centre for expertise on targeted youth work
Administrated by: Into
5. Digital youth work - Centre for expertise on digital youth work
Administrated by: City of Helsinki / Verke
6. Youth work in schools- Nuoska
Administrated by: South-Eastern Finland University of Applied Sciences CHECK MORE: HTTPS:/
/MINEDU.FI/NUORISOTYON-KESKUKSET
Verke
Koordinaatti
Juha Kiviniemi
Maker activities,
international co-operation
Mika Pietilä
Jaana Fedoto
f
Riina Papinaho
Minna Ilva
Manager
Marcus Lundqvist
Training activities
Denice Lönnroth
Co-operation with schools,
swedish speaking
digital youth work
Heikki Lauha
Research and publications,
strategic development of
digital youth work
Matilda Maunula
Communications and
social media
Panu Räsänen
Digital gaming,
cultural digital youth work
Iita-Mari Ruponen
Training activities
Current focus points • Climate effects of
technologisation
• Strategic
implementation and
leadership in Digital
youth work
• Combining online and
F2F activities
• Competence criteria
and / in youth worker
primary training
Main target groups
THE CENTRE OF EXPERTISE FOR DIGITAL YOUTH WORK
People working in municipalities, parishes and NGO:s, including
• Youth work practitioners and planning officers
• Youth work managers
• Other practitioners working with young people or planning officers of said work
• Youth work trainers and lecturers
• Officials, government and the youth field
Tasks are outlined in the national youth work and
-policy development programme as follows:
Tasks for the centre of
expertise on digital youth work
1. Digital youth work competences should be strengthened in
managing, planning and implementing youth work – Verke
2. Knowledge-based development of digital youth work
should be strengthened – Verke
3. Youth workers need to be educated and more aware on the
risks and opportunities associated with digital media– Verke
and Koordinaatti
4. Cross-sectoral support for the coordination to combat online
grooming of young people should be provided –
Koordinaatti
What does Verke do?
Training:
Training for work communities,
seminar keynotes etc.
Networking:
SomeCamp -event, Discord -server
Communications:
Newsletter, blog, social media
Research:
Research and surveys on digital youth
work, research co-operation
Material production:
Videos, multimedia publications, self-
guided learning materials, podcasts
Consulting:
Sparring groups, board
memberships etc.
All training and materials are free of charge for the users!
What we train and provide materials on:
THE CENTRE OF EXPERTISE FOR DIGITAL YOUTH WORK
• Digitalisation and the future
• AI as a colleague
• AR and VR in youth work
• Young peoples’ new forms of active citizenship
• Social media and digital games in youth work
• Strategic development of digital youth work
• Technology education and maker activities in youth work
Content of trainings is always
customised for the work community
Please note:
DIGITALISATION OF MUNICIPAL YOUTH WORK 2021
RESPONSES TO SURVEY
MEDIAN AGE
DIVISION OF RESPONDENTS
BY ROLE
practitio-
ners
managers
MUNICIPALITIES RESPONDED
felt that the lack of
clear goals was a
signi
fi
cant challenge
for implementing
quality digital youth work
Stated they want to keep
abreast of technological
developments
felt that making a connection
with young people is as
valuable online as it is in
face-to-face situations
Perceived that they have
at least a basic level of
digital competences
Wanted more training on
topics connected to
digitalisation
Felt that lack of
competences is a
signi
fi
cant challenge in
implementing Digital
youth work
HOW RESPONDENTS PERCEIVED DIGITALISATION
• 33% of respondents indicated
that their work communities
had set goals for digital youth
work
• 31% of respondents said their
digital youth work is regularly
evaluated with indicators
GOALS AND EVALUATION
What does Verke do?
Training:
Training for work communities,
seminar keynotes etc.
Networking:
SomeCamp -event, Discord -server
Communications:
Newsletter, blog, social media
Research:
Research and surveys on digital youth
work, research co-operation
Material production:
Videos, multimedia publications, self-
guided learning materials, podcasts
Consulting:
Sparring groups, board
memberships etc.
All training and materials are free of charge for the users!
“ANY SUFFICIENTLY
ADVANCED TECHNOLOGY
IS INDISTINGUISHABLE
FROM MAGIC”
Digital youth work intro
- SIR ARTHUR C. CLARKE
Some perspectives:
(adapted from Arthur C. Clarke)
”The only way of discovering the
limits of the possible is to venture
a little way past them into the
impossible.”
(Clarke’s second law)
”Any sufficiently
advanced technology is
indistinguishable from magic.”
(Clarke’s third law)
”Every revolutionary idea —
in science, politics, art, or whatever
— seems to evoke three stages of
reaction. They may be summed up
by these phrases:
(Clarke’s law of revolutionary
ideas)
1. "It's completely impossible —
don't waste my time”;
2. "It's possible, but it's not worth
doing”;
3. "I said it was a good idea all
along."
• Revolution of communication
• Impact on employment
• Change in social interaction
• New services and phenomena
• A global societal change
VIEWPOINTS TO
DIGITALISATION
• Focuses on digitalisation of the youth
fi
eld and youth
work practice
• Simply put, it means using or addressing digital media
and / or technology in youth work as a tool, activity or
content
• Encompasses a wide variety of methods and
approaches that can be included in any form of youth
work
• Is underpinned by existing youth work goals, values
and principles
• Can be physical, online or a mix of these
What is digital youth work?
Examples of digital youth
work practice
Digitality as a tool
Emphasis on the
digitalisation of youth work
activities to enhance their
accessibility and relevance
•Using digital tools to
facilitate youth
participation
•Reaching young people
with social media
•Online help services aimed
for high-risk young people
Examples of digital youth
work practice
Digitality as an
activity
Emphasis on learning by
doing
and hands-on activities
•Game education, ie.
Game development
activities
•Digital maker activities
combined with arts and
crafts
•Using GPS-enabled apps
for adventure activities
Examples of digital youth
work practice
Digitality as
content
Emphasis on issues and
phenomena
related to digitalisation
•Discussing online
phenomena with young
people
•Organising events
connected with young
peoples online cultures, ie.
tubecons
•Using digital media to
support young peoples
self-expression
• Thing (co
ff
ee cup, man,
dachshund, car)
• Place (city, moon, forest..)
• Style (painting, photograph,
artist..)
WRITE ON A PAPER A..
Maker
activities
JUHA KIVINIEMI, VERKE
JUHA KIVINIEMI, VERKE
CREATIVE ACTIVITIES WHERE
YOUNG PEOPLE CAN GAIN NEW
SKILLS, KNOWLEDGE AND
ATTITUDES AROUND TECHNOLOGY
Maker activities
• Technological developments
• Maker -movement (US)
• Maker faires from 2006
• Make magazine
• US government involved
HISTORY
• Learning by doing and
experimentation
• Informal context
• Hobby community
• Peer learning in a central role
DEFINITION
• STEAM = Science, Technology,
Engineering, Arts and Maths
• STEAM activities often have a more
de
fi
ned curriculum and learning goals
• STEAM activities are heavily linked to
sciences
• Structural di
ff
erences (course-based
vs. “Let’s see what happens” etc.)
MAKER ACTIVITIES VS.
STEAM
• Facilities and communities that give access
for doing things together
• In the
fi
nnish youth
fi
eld: Lappenranta, with
an up cycling / ecological theme
• Libraries around Finland have makerspaces
• Hacklabs around Finland
• Europe - for example Luxembourg has a
network of youth work makerspaces
MAKERSPACES
• Young People learn most of
their technology skills on their
free time
• The digital gap exists, and a
central task of youth work is
to build equal opportunities
WHY?
TECHNOLOGY SKILLS
• Experiment with low threshold kits
• Buy equipment together with
other close organisations
• Get to know free coding platforms
(ie. Scratch)
• See if there are opportunities in
your community
WHERE TO BEGIN?
• Background
• Youth work examples
• Inspiration and food for
thought
• Only pdf available, multimedia
version in the works
OUR BOOK
• Microcontrollers and
programming with micro:bit
• NFC-tags
• Littlebits synthesizers
• AI-generated art
VAIHTOEHTOJA
•SNAC on Digital youth
work
•Competence
models for digital
youth work,
digitalisation in
youth policies..
•European academy on
youth work
•Research on
digitalisation in the
European youth
programmes
•Digital transformation
•MOOC on digital youth
work
•Research on
digitalisation and
inclusion
•New cross-sectoral
Salto center on
digitalisation
CURRENT EUROPEAN INITIATIVES
INCLUDE (BUT ARE NOT LIMITED TO)
A — B — Obvious News — C — D — E — F
Youth
work
tools
Youth
work
spaces
Youth
work
values
Youth
work
timing
Youth
work
methods
Q: Which aspects of your youth
work have been affected?
0
20
40
60
80
100
majorly moderately slightly
“Everything has
changed. All our
structures, our
framework, our
support environ-
ment, our work
– everything.”
Online survey respondent
•Technical issues: connections,
fi
rewalls, hardware..
•Data protection guidelines and
concerns
•How do we reach young people?
•We have had service x, how do
we do that in this platform?
COMMON QUESTIONS / ISSUES
EUROPEAN DIGITAL
YOUTH WORK AND THE
COVID-19 PANDEMIC:
WHAT’S NEXT?
DR ALICJA PAWLUCZUK,
UNITED NATIONS UNIVERSITY
European Digital Youth Work and the
Covid-19 pandemic: What’s next?
01: Recognise
Let’s take digital youth work
seriously
The key message from the
data is clear – digital youth
work should be recognised
as an essential
fi
eld of
youth work practice and
not merely considered as a
set of ad hoc digital
activities.
DR ALICJA PAWLUCZUK, UNITED NATIONS UNIVERSITY
European Digital Youth Work and the
Covid-19 pandemic: What’s next?
02: Support
Let’s consider and address
youth workers’ learning
needs and their well-being
[…] many youth workers still
require additional support
to e
ff
ectively accompany,
support and empower
young people in their
digital participation.
DR ALICJA PAWLUCZUK, UNITED NATIONS UNIVERSITY
European Digital Youth Work and the
Covid-19 pandemic: What’s next?
03: Provision
Let’s provide access to
digital technologies and
youth-friendly internet
During the pandemic,
many youth workers had to
rely on their personal
devices and data
allowance to manage and
deliver their youth work
provision. Thus any future
planning and delivery of
future digital youth work
interventions should
consider the provision of a
reliable source of internet
and digital devices.
DR ALICJA PAWLUCZUK, UNITED NATIONS UNIVERSITY
• Access to technology (Youth work as an
enabler)
• Technology skills (Most technology skills
are learned outside of formal education)
• Understanding technology (Looking at
technology as a phenomenon in the
context of young peoples daily lives)
• Technical skills vs. Tool for self-expression?
THE DIGITAL DIVIDE AND
YOUTH WORK
“IF YOU’RE NOT FALLING
DOWN, YOU’RE NOT
TRYING HARD ENOUGH”
Digital youth work intro
EXPERIMENT WITH A PLAN!
DIGITAL INFRASTRUCTURE
• COMMUNICATION NETWORKS
• HARDWARE & SOFTWARE
• EMERGING TECHNOLOGIES (E.G. AI,
BIG DATA, IOT)
—> TECHNOLOGICAL CHANGE
SNAC ON DIGITAL YOUTH WORK
BUILDING AN ECOSYSTEM
• CAPACITY BUILDING
• RESEARCH
• CO-OPERATION
• FUNDING
—> SYSTEMIC CHANGE
DIGITAL TRANSFORMATION OF YOUTH WORK
POLICY AND PRACTICE
• YOUTH & YOUTH WORK POLICY
• SERVICES FOR YOUNG PEOPLE
• YOUTH WORK PRACTICE
—> CULTURAL CHANGE
1.The criteria for professional
digital competence in youth
work.
2. A professional digital
competence self-
assessment tool.
3.A competence test
DIGITAL COMPETENCE
TOOLBOX
•I know how to install
the programs and
applications required
by my work if
necessary.
•I know how to justify
the need for the
devices and
applications required
by my work to my
employer if necessary.
•I know how to use the
software and digital
services
required by my
employer and know
where to get additional
support in their use.
•I know how to set the
basic settings of the
mobile devices
provided by my
employer, such as
sharing location data
and managing network
connections and
applications.
DIGITAL COMPETENCE
REQUIRED IN WORK
•I know how to guide
young people in the
use of the
equipment provided
by youth work.
•I know how to use
the devices and
applications
provided by my
employer in
reaching and
engaging with
young people and
implementing youth
work processes.
DIGITAL COMPETENCE IN
YOUTH WORK PRACTICE
•I understand what digital
youth work means.
•I know how to utilise
digital solutions in
planning my work.
•I know how to utilise
digital solutions in
mapping out the wishes
and needs of young
people.
•I know how to utilise
digital solutions in
organising and assessing
services as well as
gathering feedback from
young people.
•I know how to make time
for youth work carried
out in digital
environments.
DIGITAL COMPETENCE
REQUIRED IN WORK
•I know how to carry
out digital youth
work in accordance
with my
organisation’s
objectives.
•I know how to set
objectives for the
use of digital media
and technology in
my own youth work.
•I know how to
promote youth
participation and
equality (e.g. taking
minorities into
consideration) with
the help of digital
media and
technology.
•I know how to guide
young people to the
digital services of
reliable actors.
DIGITAL COMPETENCE IN
YOUTH WORK PRACTICE
DYW SNAC
International project with 17 countries
SNAC on Digital youth work:
https://www.oph.
fi
› digital-youth-work
SNAC on Digital youth work:
https://www.oph.
fi
› digital-youth-work
• When looking at the competence
frameworks: few are speci
fi
c on digital
youth work; with the majority being
dedicated to general digital
competences, speci
fi
c to schools or
formal education settings.
• Assessment of competences in digital
youth work is not a widespread practice
but at the same time the motivation (or
lack thereof) of using them is not clear.
WP2 - DIGITAL COMPETENCES AND CAPACITIES
SNAC on Digital youth work:
https://www.oph.
fi
› digital-youth-work
Building a vision where digital
transformation is incorporated into
learning mobility activities is a necessary
step. It is time to shift the focus from
online to digital learning mobilities.
During the pandemic, we were forced to
opt between going fully online or o
ff
ering
no activities. However, as our exercise
shows, there are possibilities other than
providing fully online activities.
WP5 - HYBRID AND BLENDED MOBILITIES
SNAC on Digital youth work:
https://www.oph.
fi
› digital-youth-work
PLEASE GIVE US FEEDBACK! (2 MINUTES)
JUHA KIVINIEMI, VERKE
Kiitos!
juha@verke.org
info@verke.org
www.verke.org

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Digital youth work - Villa Elba 10.11.2022.pdf

  • 1. Digital youth work FROM MAGIC TO EVERYDAY PRACTICE JUHA KIVINIEMI
  • 2. • Youth worker active in the fi eld since 2003 • Digital youth work expert • Trainer and facilitator • Maker enthusiast About me
  • 3. • Verke coordinates the centre of expertise on Digital youth work. It is comprises Verke (City of Helsinki) and Koordinaatti (City of Oulu) • Resources split 4/5 for Verke and 1/5 for Koordinaatti • Current tenure 2020-24 • Fully funded by the ministry of Education and Culture Centre for expertise on Digital youth work
  • 4. Youth field centres for expertise 2020-23 • The ministry of Education and Culture appoints the centres for expertise for a specified period to support the implementation of the national youth policy • The centres for expertise develop and support the competences, expertise and information flow of the youth field according to the youth act 1. Municipal youth work - Center for expertise on municipal youth work Kanuuna Administrated by: the city of Lahti 2. Youth NGO’s current status and impact - Centre for expertise Kentauri Administrated by: the Guides and Scouts of Finland 3. Youth participation - Centre for expertise on participation Administreted by: Youth academy 4. Targeted youth work - Centre for expertise on targeted youth work Administrated by: Into 5. Digital youth work - Centre for expertise on digital youth work Administrated by: City of Helsinki / Verke 6. Youth work in schools- Nuoska Administrated by: South-Eastern Finland University of Applied Sciences CHECK MORE: HTTPS:/ /MINEDU.FI/NUORISOTYON-KESKUKSET
  • 5. Verke Koordinaatti Juha Kiviniemi Maker activities, international co-operation Mika Pietilä Jaana Fedoto f Riina Papinaho Minna Ilva Manager Marcus Lundqvist Training activities Denice Lönnroth Co-operation with schools, swedish speaking digital youth work Heikki Lauha Research and publications, strategic development of digital youth work Matilda Maunula Communications and social media Panu Räsänen Digital gaming, cultural digital youth work Iita-Mari Ruponen Training activities
  • 6. Current focus points • Climate effects of technologisation • Strategic implementation and leadership in Digital youth work • Combining online and F2F activities • Competence criteria and / in youth worker primary training
  • 7. Main target groups THE CENTRE OF EXPERTISE FOR DIGITAL YOUTH WORK People working in municipalities, parishes and NGO:s, including • Youth work practitioners and planning officers • Youth work managers • Other practitioners working with young people or planning officers of said work • Youth work trainers and lecturers • Officials, government and the youth field
  • 8. Tasks are outlined in the national youth work and -policy development programme as follows: Tasks for the centre of expertise on digital youth work 1. Digital youth work competences should be strengthened in managing, planning and implementing youth work – Verke 2. Knowledge-based development of digital youth work should be strengthened – Verke 3. Youth workers need to be educated and more aware on the risks and opportunities associated with digital media– Verke and Koordinaatti 4. Cross-sectoral support for the coordination to combat online grooming of young people should be provided – Koordinaatti
  • 9. What does Verke do? Training: Training for work communities, seminar keynotes etc. Networking: SomeCamp -event, Discord -server Communications: Newsletter, blog, social media Research: Research and surveys on digital youth work, research co-operation Material production: Videos, multimedia publications, self- guided learning materials, podcasts Consulting: Sparring groups, board memberships etc. All training and materials are free of charge for the users!
  • 10. What we train and provide materials on: THE CENTRE OF EXPERTISE FOR DIGITAL YOUTH WORK • Digitalisation and the future • AI as a colleague • AR and VR in youth work • Young peoples’ new forms of active citizenship • Social media and digital games in youth work • Strategic development of digital youth work • Technology education and maker activities in youth work Content of trainings is always customised for the work community Please note:
  • 11. DIGITALISATION OF MUNICIPAL YOUTH WORK 2021 RESPONSES TO SURVEY MEDIAN AGE DIVISION OF RESPONDENTS BY ROLE practitio- ners managers MUNICIPALITIES RESPONDED
  • 12. felt that the lack of clear goals was a signi fi cant challenge for implementing quality digital youth work Stated they want to keep abreast of technological developments felt that making a connection with young people is as valuable online as it is in face-to-face situations Perceived that they have at least a basic level of digital competences Wanted more training on topics connected to digitalisation Felt that lack of competences is a signi fi cant challenge in implementing Digital youth work HOW RESPONDENTS PERCEIVED DIGITALISATION
  • 13. • 33% of respondents indicated that their work communities had set goals for digital youth work • 31% of respondents said their digital youth work is regularly evaluated with indicators GOALS AND EVALUATION
  • 14. What does Verke do? Training: Training for work communities, seminar keynotes etc. Networking: SomeCamp -event, Discord -server Communications: Newsletter, blog, social media Research: Research and surveys on digital youth work, research co-operation Material production: Videos, multimedia publications, self- guided learning materials, podcasts Consulting: Sparring groups, board memberships etc. All training and materials are free of charge for the users!
  • 15.
  • 16. “ANY SUFFICIENTLY ADVANCED TECHNOLOGY IS INDISTINGUISHABLE FROM MAGIC” Digital youth work intro - SIR ARTHUR C. CLARKE
  • 17. Some perspectives: (adapted from Arthur C. Clarke)
  • 18. ”The only way of discovering the limits of the possible is to venture a little way past them into the impossible.” (Clarke’s second law)
  • 19. ”Any sufficiently advanced technology is indistinguishable from magic.” (Clarke’s third law)
  • 20. ”Every revolutionary idea — in science, politics, art, or whatever — seems to evoke three stages of reaction. They may be summed up by these phrases: (Clarke’s law of revolutionary ideas)
  • 21. 1. "It's completely impossible — don't waste my time”; 2. "It's possible, but it's not worth doing”; 3. "I said it was a good idea all along."
  • 22. • Revolution of communication • Impact on employment • Change in social interaction • New services and phenomena • A global societal change VIEWPOINTS TO DIGITALISATION
  • 23. • Focuses on digitalisation of the youth fi eld and youth work practice • Simply put, it means using or addressing digital media and / or technology in youth work as a tool, activity or content • Encompasses a wide variety of methods and approaches that can be included in any form of youth work • Is underpinned by existing youth work goals, values and principles • Can be physical, online or a mix of these What is digital youth work?
  • 24. Examples of digital youth work practice Digitality as a tool Emphasis on the digitalisation of youth work activities to enhance their accessibility and relevance •Using digital tools to facilitate youth participation •Reaching young people with social media •Online help services aimed for high-risk young people
  • 25. Examples of digital youth work practice Digitality as an activity Emphasis on learning by doing and hands-on activities •Game education, ie. Game development activities •Digital maker activities combined with arts and crafts •Using GPS-enabled apps for adventure activities
  • 26. Examples of digital youth work practice Digitality as content Emphasis on issues and phenomena related to digitalisation •Discussing online phenomena with young people •Organising events connected with young peoples online cultures, ie. tubecons •Using digital media to support young peoples self-expression
  • 27.
  • 28. • Thing (co ff ee cup, man, dachshund, car) • Place (city, moon, forest..) • Style (painting, photograph, artist..) WRITE ON A PAPER A..
  • 30. JUHA KIVINIEMI, VERKE CREATIVE ACTIVITIES WHERE YOUNG PEOPLE CAN GAIN NEW SKILLS, KNOWLEDGE AND ATTITUDES AROUND TECHNOLOGY Maker activities
  • 31. • Technological developments • Maker -movement (US) • Maker faires from 2006 • Make magazine • US government involved HISTORY
  • 32. • Learning by doing and experimentation • Informal context • Hobby community • Peer learning in a central role DEFINITION
  • 33. • STEAM = Science, Technology, Engineering, Arts and Maths • STEAM activities often have a more de fi ned curriculum and learning goals • STEAM activities are heavily linked to sciences • Structural di ff erences (course-based vs. “Let’s see what happens” etc.) MAKER ACTIVITIES VS. STEAM
  • 34. • Facilities and communities that give access for doing things together • In the fi nnish youth fi eld: Lappenranta, with an up cycling / ecological theme • Libraries around Finland have makerspaces • Hacklabs around Finland • Europe - for example Luxembourg has a network of youth work makerspaces MAKERSPACES
  • 35. • Young People learn most of their technology skills on their free time • The digital gap exists, and a central task of youth work is to build equal opportunities WHY? TECHNOLOGY SKILLS
  • 36. • Experiment with low threshold kits • Buy equipment together with other close organisations • Get to know free coding platforms (ie. Scratch) • See if there are opportunities in your community WHERE TO BEGIN?
  • 37. • Background • Youth work examples • Inspiration and food for thought • Only pdf available, multimedia version in the works OUR BOOK
  • 38. • Microcontrollers and programming with micro:bit • NFC-tags • Littlebits synthesizers • AI-generated art VAIHTOEHTOJA
  • 39. •SNAC on Digital youth work •Competence models for digital youth work, digitalisation in youth policies.. •European academy on youth work •Research on digitalisation in the European youth programmes •Digital transformation •MOOC on digital youth work •Research on digitalisation and inclusion •New cross-sectoral Salto center on digitalisation CURRENT EUROPEAN INITIATIVES INCLUDE (BUT ARE NOT LIMITED TO)
  • 40.
  • 41. A — B — Obvious News — C — D — E — F Youth work tools Youth work spaces Youth work values Youth work timing Youth work methods Q: Which aspects of your youth work have been affected? 0 20 40 60 80 100 majorly moderately slightly “Everything has changed. All our structures, our framework, our support environ- ment, our work – everything.” Online survey respondent
  • 42. •Technical issues: connections, fi rewalls, hardware.. •Data protection guidelines and concerns •How do we reach young people? •We have had service x, how do we do that in this platform? COMMON QUESTIONS / ISSUES
  • 43. EUROPEAN DIGITAL YOUTH WORK AND THE COVID-19 PANDEMIC: WHAT’S NEXT? DR ALICJA PAWLUCZUK, UNITED NATIONS UNIVERSITY
  • 44. European Digital Youth Work and the Covid-19 pandemic: What’s next? 01: Recognise Let’s take digital youth work seriously The key message from the data is clear – digital youth work should be recognised as an essential fi eld of youth work practice and not merely considered as a set of ad hoc digital activities. DR ALICJA PAWLUCZUK, UNITED NATIONS UNIVERSITY
  • 45. European Digital Youth Work and the Covid-19 pandemic: What’s next? 02: Support Let’s consider and address youth workers’ learning needs and their well-being […] many youth workers still require additional support to e ff ectively accompany, support and empower young people in their digital participation. DR ALICJA PAWLUCZUK, UNITED NATIONS UNIVERSITY
  • 46. European Digital Youth Work and the Covid-19 pandemic: What’s next? 03: Provision Let’s provide access to digital technologies and youth-friendly internet During the pandemic, many youth workers had to rely on their personal devices and data allowance to manage and deliver their youth work provision. Thus any future planning and delivery of future digital youth work interventions should consider the provision of a reliable source of internet and digital devices. DR ALICJA PAWLUCZUK, UNITED NATIONS UNIVERSITY
  • 47. • Access to technology (Youth work as an enabler) • Technology skills (Most technology skills are learned outside of formal education) • Understanding technology (Looking at technology as a phenomenon in the context of young peoples daily lives) • Technical skills vs. Tool for self-expression? THE DIGITAL DIVIDE AND YOUTH WORK
  • 48. “IF YOU’RE NOT FALLING DOWN, YOU’RE NOT TRYING HARD ENOUGH” Digital youth work intro EXPERIMENT WITH A PLAN!
  • 49. DIGITAL INFRASTRUCTURE • COMMUNICATION NETWORKS • HARDWARE & SOFTWARE • EMERGING TECHNOLOGIES (E.G. AI, BIG DATA, IOT) —> TECHNOLOGICAL CHANGE SNAC ON DIGITAL YOUTH WORK BUILDING AN ECOSYSTEM • CAPACITY BUILDING • RESEARCH • CO-OPERATION • FUNDING —> SYSTEMIC CHANGE DIGITAL TRANSFORMATION OF YOUTH WORK POLICY AND PRACTICE • YOUTH & YOUTH WORK POLICY • SERVICES FOR YOUNG PEOPLE • YOUTH WORK PRACTICE —> CULTURAL CHANGE
  • 50. 1.The criteria for professional digital competence in youth work. 2. A professional digital competence self- assessment tool. 3.A competence test DIGITAL COMPETENCE TOOLBOX
  • 51. •I know how to install the programs and applications required by my work if necessary. •I know how to justify the need for the devices and applications required by my work to my employer if necessary. •I know how to use the software and digital services required by my employer and know where to get additional support in their use. •I know how to set the basic settings of the mobile devices provided by my employer, such as sharing location data and managing network connections and applications. DIGITAL COMPETENCE REQUIRED IN WORK
  • 52. •I know how to guide young people in the use of the equipment provided by youth work. •I know how to use the devices and applications provided by my employer in reaching and engaging with young people and implementing youth work processes. DIGITAL COMPETENCE IN YOUTH WORK PRACTICE
  • 53. •I understand what digital youth work means. •I know how to utilise digital solutions in planning my work. •I know how to utilise digital solutions in mapping out the wishes and needs of young people. •I know how to utilise digital solutions in organising and assessing services as well as gathering feedback from young people. •I know how to make time for youth work carried out in digital environments. DIGITAL COMPETENCE REQUIRED IN WORK
  • 54. •I know how to carry out digital youth work in accordance with my organisation’s objectives. •I know how to set objectives for the use of digital media and technology in my own youth work. •I know how to promote youth participation and equality (e.g. taking minorities into consideration) with the help of digital media and technology. •I know how to guide young people to the digital services of reliable actors. DIGITAL COMPETENCE IN YOUTH WORK PRACTICE
  • 55. DYW SNAC International project with 17 countries
  • 56. SNAC on Digital youth work: https://www.oph. fi › digital-youth-work
  • 57. SNAC on Digital youth work: https://www.oph. fi › digital-youth-work
  • 58. • When looking at the competence frameworks: few are speci fi c on digital youth work; with the majority being dedicated to general digital competences, speci fi c to schools or formal education settings. • Assessment of competences in digital youth work is not a widespread practice but at the same time the motivation (or lack thereof) of using them is not clear. WP2 - DIGITAL COMPETENCES AND CAPACITIES SNAC on Digital youth work: https://www.oph. fi › digital-youth-work
  • 59. Building a vision where digital transformation is incorporated into learning mobility activities is a necessary step. It is time to shift the focus from online to digital learning mobilities. During the pandemic, we were forced to opt between going fully online or o ff ering no activities. However, as our exercise shows, there are possibilities other than providing fully online activities. WP5 - HYBRID AND BLENDED MOBILITIES SNAC on Digital youth work: https://www.oph. fi › digital-youth-work
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