Digital Opportunities: Innovative ICT Solutions for Youth EmploymentITU
ITU's Digital Opportunities: Innovative ICT Solutions for Youth Employment report is designed to identify strategies and trends to combat youth unemployment. It has an important message for youth, private sector, academia and government policy makers:- youth need digital skills if they want to get a job or start a business. The demand for both basic + advanced ICT skills cuts across all sectors in all countries.
Digital Opportunities: Innovative ICT Solutions for Youth EmploymentITU
ITU's Digital Opportunities: Innovative ICT Solutions for Youth Employment report is designed to identify strategies and trends to combat youth unemployment. It has an important message for youth, private sector, academia and government policy makers:- youth need digital skills if they want to get a job or start a business. The demand for both basic + advanced ICT skills cuts across all sectors in all countries.
Digital Disruption – Opportunity and Threat for L&D. LearningCafe Online Disc...LearningCafe
Digital disruption requires employees to have the capabilities and mindset to quickly learn and unlearn to keep with pace of change. L&D often find themselves, willingly or unwillingly, supporting the increase pace of Learning and are finding the traditional methods of delivering Learning unresponsive and slow. L&D professionals themselves in many cases have not acquired the skills to deliver results in this new environment. We discuss if L&D will step up or itself be disrupted by others who can provide the answers.
Learning About Work Tasks to Inform Intelligent Assistant Design - CHIIR'19Johanne Trippas
Intelligent assistants can serve many purposes, including entertainment (e.g. playing music), home automation, and task management (e.g. timers, reminders). The role of these assistants is evolving to also support people engaged in work tasks, in workplaces and beyond. To design truly useful intelligent assistants for work, it is important to better understand the work tasks that people are performing. Based on a survey of 401 respondents’ daily tasks and activities in a work setting, we present a classification of work-related tasks, and analyze their key characteristics, including the frequency of their self-reported tasks, the environment in which they undertake the tasks, and which, if any, electronic devices are used. We also investigate the cyber, physical, and social aspects of tasks. Finally, we reflect on how intelligent assistants could influence and help people in a work environment to complete their tasks, and synthesize our findings to provide insight on the future of intelligent assistants in support of amplifying personal productivity.
Presentation done by Carlo Terreni, during "Strategic approaches for better marketed tourism destinations" workshop, of the ENTER2015 eTourism conference.
My presentation with Carlos Martinho at Lisbon Game Conference (http://lisbongameconf.iscte-iul.pt/) about the importance of Videogames and the work on Videogames that we have been developing at IST and INESC-ID.
Digital Employee Experience Breakfast - 13th March SydneySquiz
A great digital employee experience provides many benefits such as improved productivity, higher employee retention rates and technology that adapts to each workforce. However, making this a reality is easier said than done.
This presentation covers:
How increasing employee digital literacy helps organisations to remain competitive, up skill their workforce for the future and incorporate new technologies into the organisation
The benefits of allowing employees to choose the way they work with technology, resulting in employee acquisition, satisfaction and retention
How the digital employee experience impacts the customer experience
The importance of a digital workplace to foster employee collaboration and engagement, make searching for people and files easy, while integrating with existing internal systems
Digital Employee Experience Breakfast - 21st March MelbourneSquiz
A great digital employee experience provides many benefits such as improved productivity, higher employee retention rates and technology that adapts to each workforce. However, making this a reality is easier said than done.
This presentation covers:
How increasing employee digital literacy helps organisations to remain competitive, up skill their workforce for the future and incorporate new technologies into the organisation
The benefits of allowing employees to choose the way they work with technology, resulting in employee acquisition, satisfaction and retention
How the digital employee experience impacts the customer experience
The importance of a digital workplace to foster employee collaboration and engagement, make searching for people and files easy, while integrating with existing internal systems
Digital Employee Experience Breakfast - 14th March PerthSquiz
A great digital employee experience provides many benefits such as improved productivity, higher employee retention rates and technology that adapts to each workforce. However, making this a reality is easier said than done.
This presentation covers:
How increasing employee digital literacy helps organisations to remain competitive, up skill their workforce for the future and incorporate new technologies into the organisation
The benefits of allowing employees to choose the way they work with technology, resulting in employee acquisition, satisfaction and retention
How the digital employee experience impacts the customer experience
The importance of a digital workplace to foster employee collaboration and engagement, make searching for people and files easy, while integrating with existing internal systems
Presentation to staff interested in promoting digital inclusion for older people.
Given by Get Digital programme delivery team in a number of locations in England during February March 2011.
Understanding the Mobile data usage among youthRenzil D'cruz
Prepare Survey question are to find insight on how youth use data on there phone.
Prepare Insights report on pattern and usage among youth on mobile internet.
Measures to improve mobile data penetration and usage among youth.
Digital Disruption – Opportunity and Threat for L&D. LearningCafe Online Disc...LearningCafe
Digital disruption requires employees to have the capabilities and mindset to quickly learn and unlearn to keep with pace of change. L&D often find themselves, willingly or unwillingly, supporting the increase pace of Learning and are finding the traditional methods of delivering Learning unresponsive and slow. L&D professionals themselves in many cases have not acquired the skills to deliver results in this new environment. We discuss if L&D will step up or itself be disrupted by others who can provide the answers.
Learning About Work Tasks to Inform Intelligent Assistant Design - CHIIR'19Johanne Trippas
Intelligent assistants can serve many purposes, including entertainment (e.g. playing music), home automation, and task management (e.g. timers, reminders). The role of these assistants is evolving to also support people engaged in work tasks, in workplaces and beyond. To design truly useful intelligent assistants for work, it is important to better understand the work tasks that people are performing. Based on a survey of 401 respondents’ daily tasks and activities in a work setting, we present a classification of work-related tasks, and analyze their key characteristics, including the frequency of their self-reported tasks, the environment in which they undertake the tasks, and which, if any, electronic devices are used. We also investigate the cyber, physical, and social aspects of tasks. Finally, we reflect on how intelligent assistants could influence and help people in a work environment to complete their tasks, and synthesize our findings to provide insight on the future of intelligent assistants in support of amplifying personal productivity.
Presentation done by Carlo Terreni, during "Strategic approaches for better marketed tourism destinations" workshop, of the ENTER2015 eTourism conference.
My presentation with Carlos Martinho at Lisbon Game Conference (http://lisbongameconf.iscte-iul.pt/) about the importance of Videogames and the work on Videogames that we have been developing at IST and INESC-ID.
Digital Employee Experience Breakfast - 13th March SydneySquiz
A great digital employee experience provides many benefits such as improved productivity, higher employee retention rates and technology that adapts to each workforce. However, making this a reality is easier said than done.
This presentation covers:
How increasing employee digital literacy helps organisations to remain competitive, up skill their workforce for the future and incorporate new technologies into the organisation
The benefits of allowing employees to choose the way they work with technology, resulting in employee acquisition, satisfaction and retention
How the digital employee experience impacts the customer experience
The importance of a digital workplace to foster employee collaboration and engagement, make searching for people and files easy, while integrating with existing internal systems
Digital Employee Experience Breakfast - 21st March MelbourneSquiz
A great digital employee experience provides many benefits such as improved productivity, higher employee retention rates and technology that adapts to each workforce. However, making this a reality is easier said than done.
This presentation covers:
How increasing employee digital literacy helps organisations to remain competitive, up skill their workforce for the future and incorporate new technologies into the organisation
The benefits of allowing employees to choose the way they work with technology, resulting in employee acquisition, satisfaction and retention
How the digital employee experience impacts the customer experience
The importance of a digital workplace to foster employee collaboration and engagement, make searching for people and files easy, while integrating with existing internal systems
Digital Employee Experience Breakfast - 14th March PerthSquiz
A great digital employee experience provides many benefits such as improved productivity, higher employee retention rates and technology that adapts to each workforce. However, making this a reality is easier said than done.
This presentation covers:
How increasing employee digital literacy helps organisations to remain competitive, up skill their workforce for the future and incorporate new technologies into the organisation
The benefits of allowing employees to choose the way they work with technology, resulting in employee acquisition, satisfaction and retention
How the digital employee experience impacts the customer experience
The importance of a digital workplace to foster employee collaboration and engagement, make searching for people and files easy, while integrating with existing internal systems
Presentation to staff interested in promoting digital inclusion for older people.
Given by Get Digital programme delivery team in a number of locations in England during February March 2011.
Understanding the Mobile data usage among youthRenzil D'cruz
Prepare Survey question are to find insight on how youth use data on there phone.
Prepare Insights report on pattern and usage among youth on mobile internet.
Measures to improve mobile data penetration and usage among youth.
Nuorisotyössä on hyödynnetty digitaalisen median ja teknologian mahdollisuuksia jo pitkään. Puheenvuorossa tarkastellaan, miten digitalisaatio on vaikuttanut nuorisotyöhön ja sen käytäntöihin sekä pohditaan, miten teknologinen kehitys muuttaa nuorisotyötä tulevaisuudessa.
Sukella somella nuorten elämään – digitalisaatio ja nuorten sometrendit -koulutus
Instagram on yksi maailman käytetyimmistä sosiaalisen median palveluista ja huippusuosittu nuorten keskuudessa. Millaista sisältöä Instagramissa kannattaa julkaista ja kuinka erotut muusta sisällöstä? Mitä Instagramin päivittämisessä kannattaa ottaa huomioon? Miten hyödynnän Instagram Storyja sisällöntuotannossa?
Verke / Veera Värtinen
Nuorten somen käyttö ja sometrendit – Hämeenlinna 12.11.2019Verke
Sukella somella nuorten elämään – digitalisaatio ja nuorten sometrendit -koulutus
Miksi nuoret käyttävät sosiaalista mediaa? Nuoret käyttävät sosiaalista mediaa hyvin eri tavoin verrattuna aikuisiin. Oppimalla ja ymmärtämällä nuorten somen käyttöä, tunnet paremmin tavat tavoittaa nuoria sosiaalisessa mediassa.
Verke / Veera Värtinen
Presentation by Jared Jageler, David Adler, Noelia Duchovny, and Evan Herrnstadt, analysts in CBO’s Microeconomic Studies and Health Analysis Divisions, at the Association of Environmental and Resource Economists Summer Conference.
Many ways to support street children.pptxSERUDS INDIA
By raising awareness, providing support, advocating for change, and offering assistance to children in need, individuals can play a crucial role in improving the lives of street children and helping them realize their full potential
Donate Us
https://serudsindia.org/how-individuals-can-support-street-children-in-india/
#donatefororphan, #donateforhomelesschildren, #childeducation, #ngochildeducation, #donateforeducation, #donationforchildeducation, #sponsorforpoorchild, #sponsororphanage #sponsororphanchild, #donation, #education, #charity, #educationforchild, #seruds, #kurnool, #joyhome
Jennifer Schaus and Associates hosts a complimentary webinar series on The FAR in 2024. Join the webinars on Wednesdays and Fridays at noon, eastern.
Recordings are on YouTube and the company website.
https://www.youtube.com/@jenniferschaus/videos
Jennifer Schaus and Associates hosts a complimentary webinar series on The FAR in 2024. Join the webinars on Wednesdays and Fridays at noon, eastern.
Recordings are on YouTube and the company website.
https://www.youtube.com/@jenniferschaus/videos
This session provides a comprehensive overview of the latest updates to the Uniform Administrative Requirements, Cost Principles, and Audit Requirements for Federal Awards (commonly known as the Uniform Guidance) outlined in the 2 CFR 200.
With a focus on the 2024 revisions issued by the Office of Management and Budget (OMB), participants will gain insight into the key changes affecting federal grant recipients. The session will delve into critical regulatory updates, providing attendees with the knowledge and tools necessary to navigate and comply with the evolving landscape of federal grant management.
Learning Objectives:
- Understand the rationale behind the 2024 updates to the Uniform Guidance outlined in 2 CFR 200, and their implications for federal grant recipients.
- Identify the key changes and revisions introduced by the Office of Management and Budget (OMB) in the 2024 edition of 2 CFR 200.
- Gain proficiency in applying the updated regulations to ensure compliance with federal grant requirements and avoid potential audit findings.
- Develop strategies for effectively implementing the new guidelines within the grant management processes of their respective organizations, fostering efficiency and accountability in federal grant administration.
2. Youth Act
• Will be renewed next year
• ”to support young people's growth and
independence, to promote young people's
active citizenship and empowerment and
to improve young people's growth and
living conditions”
• Youth policy affairs belong to the Ministry
of Education and Culture
3. “Local youth work and youth policy shall
comprise
• educational guidance of young people
• facilities and hobby opportunities
• information and advisory services
• support to youth associations and other
youth groups
• sportive, cultural, international and
multicultural youth activities
• young people's environmental education
• outreach youth work”
4. • Young people means all under 29 years of
age
• Over 3000 people work with young people
in municipalities
• 121 youth work organizations and the
Church play a significant role in youth
work
21. ICT in Finnish Youth Work
Survey for municipal youth workers
on use of the Internet in youth work
22. Background
The aim was to establish...
• how and how much the Internet is used in work and
activities with young people
• what kind of know-how and resource needs the work
involves
• what kind of changes have taken place in youth workers’
Internet use since 2013
23. Structure of the survey
• Introduction
• Attitudes and views
• Use of the Internet in youth work
– Reasons for using the Internet
– Utilisation of Internet services
– Why is the Internet not used in youth work
• Resources and working culture
– Management
– Evaluation
– Tools
• Expertise and know-how
– Personal know-how
– Professional know-how
• Challenges and targets for development
• Future expectations
• Background information
24. Overview
• Quantity of query retrievers ca. 3000
• Quantity of answers 945
• Answer percentage ~ 32 %
• Sample (N) 915
• Quantity of municipalities answered 232/317 (73,2 %)
26. Do you use the Internet in youth work?
8
92
6
94
0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
En
Kyllä
En
Kyllä
20132015
Comparison, 2015 (N=915) / 2013 (N=872)
Kyllä = Yes
En = No
27. 5%
11%
18%
20%
22%
40%
77%
81%
33%
38%
70%
63%
66%
45%
21%
18%
62 %
50 %
12 %
17 %
12 %
15 %
0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
Gaming
Group activities
Media education
Participation / influencing
activities
Supporting young people's
own activities
Advice and guidance
Spreading information
Communication with young
people
Internet usage in youth work
Weekly or
more often
Monthly or less
often
Never
28. Which of the following services do you use in youth work, and how often? (N=864, %)
Daily Weekly Monthly Less often Never Total, %
Blog services (e.g. WordPress, Blogger, Tumblr) 1
(0,7)
6
(6)
10
(8)
24
(25)
59
(61)
100
Discussion forums (e.g. Suomi24, Demi) 0,6
(0,4)
4
(5)
10
(12)
33
(29)
53
(54)
100
Link and news sharing services (e.g. Delicious) 2
(2)
7
(7)
8
(9)
22
(23)
61
(60)
100
Augmented reality based services (e.g. Ingress; Zombies,
Run!)
0,1 0,5 2 13 82 100
Microblogging services (e.g. Twitter) 5
(0,6)
10
(3)
11
(7)
23
(22)
51
(67)
100
Web-based youth information and counselling work
services (e.g. nuortenelama.fi)
3 14 23 33 27 100
Recommendation services (e.g. Yelp) 0,4
(-)
2
(2)
5
(3)
24
(19)
69
(76)
100
The organisation’s own website 29
(15)
44
(40)
18
(27)
6
(12)
3
(6)
100
E-mail 73
(56)
13
(20)
7
(13)
5
(7)
3
(4)
100
Location information services (e.g. Foursquare,
ActionTrack)
0,7
(1)
5
(5)
9
(8)
21
(20)
65
(66)
100
eParticipation platforms (e.g. nuortenideat.fi) 1
(1)
11
(8)
22
(18)
38
(36)
28
(36)
100
Cloud storage services (e.g. Google Drive, Dropbox) 8
(4)
13
(5)
16
(8)
29
(21)
34
(63)
100
Online games (e.g. Minecraft, Counter-Strike, League of
Legends)
2
(0,7)
3
(1)
5
(2)
19
(14)
72
(82)
100
VoIP services (e.g. Skype) 0,6
(-)
5
(3)
9
(5)
30
(23)
55
(69)
100
Wiki and other collaboration services (e.g. Wikipedia,
Basecamp)
5
(3)
22
(15)
25
(26)
26
(28)
23
(28)
100
(2013 survey results, N=806.)
31. Are you currently working in a supervisory role? (N=915)
Yes
No
0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
Yes
No
0% 10% 20% 30% 40% 50% 60% 70% 80% 90%
Has a strategy or action plan been drawn up in your work community regarding
use of the Internet in youth work? (N=117)
32. Have you drawn up aims for use of the Internet in youth work with
your supervisor/work community within the last year? (N=798)
29
71
Yes
No
0% 10% 20% 30% 40% 50% 60% 70% 80%
34. Have you received instructions regarding the use of the Internet in
youth work from your supervisor/employer within the last
year?(N=798)
43
57
Yes
No
0% 10% 20% 30% 40% 50% 60%
36. What kind of tools are provided for your use during your working hours by
your employer? (N=915, %)
Own use Shared use Not used at all Total, %
Mobile phone 64
(78)
14
(14)
23
(8)
100
Smart phone 62
(18)
10
(0,6)
28
(81)
100
Tablet (e.g. iPad) 12
(4)
23
(5)
65
(91)
100
Laptop computer 43
(38)
31
(28)
26
(34)
100
Desktop computer 40
(44)
36
(33)
24
(23)
100
Games console 7 50 43 100
Digital camera / digital
video camera
13 60 27 100
(2013 survey results, N=872.)
37. Please estimate how many hours a week you spend carrying out youth work
on the Internet as part of your working hours. (N=864)
Less than 1 hr
1-2 hrs
3-5 hrs
6-10 hrs
11-15 hrs
16-20 hrs
21-25 hrs
26-30 hrs
Over 30 hrs
0% 5% 10% 15% 20% 25% 30% 35%
39. Have the following means been used in your organisation to monitor the
realisation of aims set for Internet use in youth work? (N=915, %)
Yes No Can’t say Total, %
Compilation of statistics
(e.g. nutitilastot.fi, Google
Analytics)
19 51 30 100
Indicators set by the
organisation
24 47 28 100
Self and peer evaluation
(e.g. audits)
25 51 24 100
Work community
discussions
46 37 16 100
External expert evaluation
(e.g. reports)
10 60 30 100
Feedback and satisfaction
surveys aimed at young
people
42 41 17 100
Feedback and satisfaction
surveys aimed at
employees
24 58 18 100
Interactive evaluations
carried out with young
people
16 58 26 100
41. During the last year, have you taken part in training during your
working hours relating to the online world of young people or use
of the Internet in youth work? (N=915)
32
68
Yes
No
0% 10% 20% 30% 40% 50% 60% 70% 80%
42. How would you evaluate your expertise on the following Internet-related topics?
(N=915, %)
Excellent Good Satisfactory Weak Total, %
Digital games and online
gaming
6
(5)
15
(18)
33
(32)
47
(45)
100
Production of media content
(e.g. animation, blogs, music,
videos, games)
4
(5)
20
(20)
37
(35)
40
(41)
100
Media criticism 21 54 19 7 100
Programming 0,6
(1)
3
(5)
17
(22)
79
(72)
100
Social media 22
(28)
48
(48)
25
(18)
5
(6)
100
Copyright 7 39 37 17 100
Technical expertise (e.g.
hardware, software)
7 26 41 26 100
Online cultures 3
(6)
25
(31)
45
(39)
27
(24)
100
Online safety (e.g.
information security, privacy)
11
(13)
47
(50)
33
(30)
10
(8)
100
Online participation and
activism
4
(5)
26
(32)
47
(42)
24
(20)
100
(2013 survey results, N=872)
43. How would you evaluate your know-how in the following areas relating to
Internet use in youth work? (N=915, %)
Excellent Good Satisfactory Weak Total, %
Professional ethics and
methodological special
characteristics on the Internet
12
(12)
52
(57)
28
(24)
8
(7)
100
Utilisation of digital games in
youth work
3
(0,8)
10
(10)
28
(29)
59
(60)
100
Media education and
supporting media literacy skills
in young people*
6
(6)
42
(47)
40
(37)
13
(10)
100
Utilisation of mobile devices in
youth work
9 41 36 15 100
Supporting young people’s own
initiative based activities and
expression on the Internet*
4
(4)
33
(44)
46
(37)
17
(14)
100
Online cultures and behaviour
of young people
3
(4)
34
(39)
44
(42)
19
(16)
100
Advice and guidance for young
people
14 52 27 7 100
Utilisation of social media tools
in youth work
13
(12)
42
(48)
36
(29)
9
(11)
100
Interaction and meeting on
the Internet
16
(14)
51
(55)
26
(24)
7
(7)
100
(2013 survey results, N=872)
* not fully comparable with the 2013 survey results
44. In which of the following areas would you particularly like to develop your own
professional know-how? (Select a maximum of 3) (N=915)
Professional ethics and methodological special characteristics…
Utilisation of digital games in youth work
Media education and supporting media literacy skills in young…
Production of media content (e.g. animation, blogs, music,…
Utilisation of mobile devices in youth work
Supporting young people’s own initiative based activities and…
Online cultures and behaviour of young people
Advice and guidance for young people
Programming
Utilisation of social media tools in youth work
Copyright online and in the media
Technical know-how (e.g. equipment, programmes)
Interaction and meeting on the Internet
Something else, please state what
I don’t feel that I need to develop my know-how
0% 5% 10% 15% 20% 25% 30% 35% 40% 45%
45. What are the key factors causing you to not use the Internet in youth work at all?
(N=51)
I feel that work carried out online isn’t real/genuine youth work.
I feel that the Internet does not bring added value to my work.
I feel that I do not have sufficient know-how.
I do not have sufficient tools available.
I do not have sufficient infrastructure available (e.g. Internet connection).
I reach young people by other means.
My employer has prevented access to some websites (e.g. firewall).
I don’t have enough time to use the Internet during my working hours.
My supervisor does not support using the Internet.
My organisation does not support using the Internet.
Sufficiently clear aims have not been set for the work.
In my work community use of the Internet is the responsibility of another
employee(s).
0% 10% 20% 30% 40% 50% 60% 70%
46. What are the most significant factors in your work that hinder use of the Internet in
youth work? (Select a maximum of 3) (N=465) *
I feel that the Internet does not bring added value to
my work.
I feel that I do not have sufficient know-how.
I do not have sufficient tools available.
I do not have sufficient infrastructure available (e.g.
Internet connection).
My employer has prevented access to some websites
(e.g. firewall).
I don’t have enough time to use the Internet during my
working hours.
In my work community use of the Internet is the
responsibility of another employee(s).
Sufficiently clear aims have not been set for the work.
My supervisor does not support using the Internet.
My organisation does not support using the Internet.
Another factor, please state.
0% 10% 20% 30% 40% 50% 60%
47. What are the most significant factors in your work that promote use of the Internet in
youth work? (Select a maximum of 3)(N=864)
I feel that the internet is a central part of young
people's lives.
I want to utilise the possibilities of the Internet in
youth work.
I have opportunities to update/develop my know-
how.
I have opportunities to organise my work flexibly (e.g.
working hours).
Sufficiently clear aims have been set for the work.
I have sufficient tools available.
I have sufficient infrastructure available (e.g. Internet
connection).
My supervisor supports use of the Internet.
My organisation supports use of the Internet.
Another factor, please state.
0% 20% 40% 60% 80% 100%
48. Guidelines for how to use Instagram
Social media guidelines for Happi
Guidelines for media education
Guide on publishing photos taken in youth houses
Guide on how to update a youth house’s website
Guidelines for talking to young people online
Nusuvefo’s ethical guidelines
49.
50. • Internet of things
• Virtual reality
• Augmented reality
• Robotics
• Wearables
51.
52. How do you keep up to date
with new technologies and
how young people are using
them?
53.
54. Government policies
affecting digital youth work
• Youth act (2016)
• Local government act (2016)
• Child and youth policy programme (2016)
• Government programme (2015)
• Child welfare act (2007)
• Guidelines for good media literacy (2013)
55. Cycle of strategic planning
Monitoring the
surrounding world
Setting the goals
for using
technology
Implementing
actions
Evaluating the
actions
57. Study visit in Helsinki
The aim is to get to know
some good practices of
digital youth work
58. Sunday Monday Tuesday Wednesday
Catch up: Where are
we with the Scottish
/ Finnish principles?
(Hietaniemenkatu 9)
Study visit 3 Departures
Scottish group:
Study visit 1
Finnish group: Work
on the Finnish
principles
Study visit 4
Arrivals. Someone
from Verke will
come meet you at
the airport.
Study visit 2 Study visit 5
Accommodation at
Hotel Finn,
Kalevankatu 3B
Conclusion: What
have we learned?
Possible next steps?
(Hietaniemenkatu 9)
59. Some possible themes for study visits
• Evaluation of web-based services
• Branding youth services online
• Guidelines for using social media in yw
• Ethical guidelines for web-based work
• Gaming
• Online peer support
• Online councelling
• Supporting yp to produce online media
• Supporting yp with sexual health orientated
questions online
Editor's Notes
5 500 000 inhabitants, large country with great distances
It all comes back to: what is youth work
Preventive youth work
Not social work
Local government act
94 percent of youth workers in municipalities say that they use digital media as a part of their work, over 30 NGOs
Finnish social media services IRC and Habbo
You can see how the concept of digital youth work has changed – very similar to Dana’s research – support / councelling – online – digital
Online safety education not included – online environment as a tool for youth work
Forum for online work targeted for young people, founded in 2007 by 4 organizations
Ethical guidelines
Digital media embedded in everything the youthworker does
The question of the relationship between youth work and online media is not just a passing trend
An essential part of young people’s lives
At best, yw is not divided into online work and work where people are met in person, but the two are flexibly combined
Verke was founded 2011, to develop the methods that are used, and build bridges, make sure that youth workers are equipped with necessary skills
We have a mandate from the ministry of education and culture to develop youth work done online and youth work using online media. Funding 100 procent from the ministry. Coordinated by the city of Helsinki youth department, but we are very independent.
Verke’s actions can be divided to four categories
2014 trained about 1500 people all around Finland. Most tailor made trainings for ngos, municipalities, parishes. Training topics vary from creating a social media strategy to hands on training on how to use Instagram or how to turn on an iPad.
Practcal guide books and article collections.
Sharing good practices on our website, promoting online discussion, youth workers from different sectors can learn from each other
We need to be on the edge of new possibilities that technology has to offer for youth work. We help youth work orgazations with technical issues, for example creating their own apps and other tools.
There is a clear need for strategic planning. The big picture, a digital agenda, is missing. Digital youth work is often up to one or two enthusiastic persons – if they leave, what happens? No one know what they done, how and why.
Guidelines can be included in a strategy, or they can be a result of a strategy, but they should not be the purpose.
Guidelines lack behind, are not forward-looking. That is why a strategy is needed: What are we aiming for? Why do we use digital media? To make a strategy, an organization has to look outside of their own activities: What are others doing? How will youth work / technology develop in the coming years?
We have to keep an eye at new technologies and be ahead in thinking. We have to look forward in our strategies: how do we use digital media in youth work in five years? A clear goal.
Mobile phones as an example.
To be on top of things, we have to know how young people are using technology and what kind of experiences they have with it, what kind of meanings they give to social media
We have to be constantly monitoring the surrounding world, and also the local young people
Government or new law, an organisation must change its strategy. This might work the other way as well.
Monitoring includes also asking your employees about their skills
Evaluating: some financers are quite strict about evaluation – EU funded project, Finnish Slot Machine Association
How do you involve young people in strategic planning?
JARMO
Junaliput hommataan
Osa study visiteistä paikan päällä, osa voi tulla kertomaan