EduPlay (2026)

The role of youth workers is changing as the rise of AI and ongoing technological development shape our environment, influence how we perceive information, and transform how we create content. Education cannot remain separate from these shifts. Knowledge of methods and tools for implementing technology in educational settings is essential, especially in non-formal education and training. The training course emphasises the evolving role of educators—not only as lecturers but also as facilitators, mentors, and designers of learning experiences. Through hands-on activities, youth workers will explore AI, digital tools, and game-based methodologies, and their implementation in the classroom. Practical examples of utilizing video games and board games in education will be examined, including how these tools can be effectively applied within a classroom setting. Various reflection strategies will also be introduced to support facilitation and learner engagement.

The main goal of the training course is to strengthen youth workers’ knowledge, skills, and teaching approaches so they can be more agile and build stronger connections with the young people they work with. Youth workers from various fields who are interested in the digital transition and eager to learn new tools for use in educational settings, are invited to upgrade their skills and contribute to the training course by exchanging best practices. They will explore how to create presentations, videos, and other teaching materials related to their subjects, and will develop their own educational resources or games using the knowledge they have acquired.

This approach highlights the youth worker’s role in creating environments where learners can explore, collaborate, and co-create knowledge. By applying methods such as learning by doing and the NFIL approach, youth workers will be immersed in engaging learning experiences that can be incorporated into their educational practice to capture young people’s attention.

By joining the TC EduPlay, youth workers will gain the confidence and skills to design engaging educational sessions with ease.

The specific objectives of the project are:

  • To support high-quality, engaging education by inspiring youth workers and educators to apply new tools and experiential, gamified learning in their practice.
  • To develop new knowledge, skills, and competencies for creating engaging educational materials with NotebookLM and effectively involving young people in learning settings.
  • To enhance youth workers’ and educators’ curiosity in the learning process through Kolb’s Experiential Learning Cycle.
  • To foster digital skills and understanding of NFIL, and a learning by doing educational approach.

Venue: Varna, Bulgaria

Dates: 19-24 May 2026 (including travel dates)

Participating countries: Bulgaria, North Macedonia, Romania, Moldova, Hungary and Slovakia.

The info-pack is available here.

The project is funded by the European Commission under the Erasmus+ program.

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.