
"<< Background >>The project tries to give response to a series of needs that are affecting the youth organisations that usually perform their activities in the cultural and creative areas.Since the COVID-19 pandemic hit Europe in spring 2020, the cultural and creative sectors (CCS) have been among the most negatively affected sectors, and so there is a need of a structural transformation towards more resilient, fair and sustainable working practices, according to the “Cultural and creative sectors in post-COVID-19 Europe: Crisis effects and policy recommendations” (IDEA Consult et al. (2021)).Creativity, digitalisation and social cohesion are considered among the most important aspects to be addressed to improve the resilience of these sectors in Europe in the medium and longer term and support their revitalisation and sustainability. The adaptation to the new normal context though digital means at the same time than making culture and arts attractive and accessible to everyone is a huge challenge and so staff at the forefront of the CCS must have the right resources and tools to achieve this goal. Youth organisations are key players in making cultural activities accessible to youngsters in local/regional communities, and therefore their Trainers/Youth Workers must be able to implement innovative activities that can be attractive and inclusive in order to engage their audience and also guarantee their sustainability in the medium and longer term. So, this project will address 3 main pillars that will help youth organisations be more attractive, reinforce the role of culture and arts and give response to the demands of the youngsters:•Digitalisation and visibility of their activities.•Implementation of new innovative activities through creativity.•Reinforce the inclusive nature of cultural and creative organisations though accessible activities.<< Objectives >>Trainers4Creativity project will support Trainers/Youth Workers active in the creative and cultural areas (primary target group) by making them more skilled and prepared for this context (with a set of training resources that will help them provide attractive and accessible activities), while contributing to make CCS more resilient and adapted to the ""new normal"". Youngsters (trainees) receiving this innovative activities represent the secondary target group.Thus, the main objective of the project is to make Youth organisations more resilient, inclusive and attractive, empowering their Trainers/Youth Workers in the following aspects:•Management of their activities in various areas under a digital/virtual approach.•Implementation of the use of different creative tools such as Lego, music, visual and performing arts, etc. in their activities•Improve the accessibility of their activities, taking into consideration the different barriers that youngsters may have.•Increase the visibility / scope of their activities.•Foster the cooperation on innovative training resources, in the design and offer and demand creative solutions to complex problems and in the visibility to the works of their institutions.Taking this into account, the project perfectly fits with one of the main priorities of the programme: “promote non-formal and informal learning mobility and active participation among young people, as well as cooperation, quality, inclusion, creativity and innovation at the level of organisations and policies in the field of youth”, as well as in line with the objectives of the Cooperation Partnerships (Increasing quality in the work, activities and practices of organisations and institutions involved, building capacity of organisations to work trans-nationally and across sectors; addressing common needs and priorities in the field of youth and enabling transformation and change).Horizontally, both the Digital dimension and the Inclusion and Diversity are aspects specifically addressed in the project. On the one hand, the Digital dimension is addressed by making IT software a solution and an opportunity to train, be trained, innovate and collaborate. In this regard, all project results (R) to be developed will cover this aspect, specifically through R1 (Digital Training Kit), which will prepare a set of training resources on how Trainers/Youth Workers active in the creative and cultural areas can manage their activities in various areas under a virtual approach, an aspect that will support their resilience, adaptation capacity and future sustainability. The creative collaborative platform to be developed in R5 will reinforce the digital approach of the project, by promoting contact between the youth community in the arts and culture field and giving visibility through digital means to a wide variety of artistic solutions.On the other hand, it is especially relevant to highlight the project focus on the Inclusion and Diversity priorities established by the ERASMUS+ Programme. In this regard, all the activities and results will be developed under a social and accessible approach, making participants with fewer opportunities participate along the project process (reinforced by the specific Project Result “Accessible Training Kit” (R3)), taking into consideration the guidelines set by the European Commission (“Implementation guidelines - Erasmus+ and European Solidarity Corps Inclusion and Diversity Strategy” - Directorate-General for Education, Youth, Sport and Culture - European Commission).<< Implementation >>To achieve the objectives mentioned above, the project will develop, through the close collaboration of different entities active in the training, cultural and creativity field at EU level, a set of innovative training materials and tools that will make possible that Trainers/Youth Workers get their skills improved on:•Managing their activities in various areas under a digital/virtual approach.•Implementing in their activities the use of different creative tools such as Lego, music, visual and performing arts, etc. •Making their activities more accessible to youngsters, taking into consideration the different barriers they may have.•Making their activities more visual. •Cooperating on innovative training resources, in the design and offer and demand creative solutions to complex problems and in the visibility to the works of their institutions.In this regard, the project will work on the development of 5 main Project Results (R) that will give response to the above-mentioned skills:•Digital Training Kit (R1)•Creative Training Kit (R2)•Accessible Training Kit (R3)•Visual Training Kit (R4)•Creative Platform (R5)In addition, the project will organise different Training Events (physical and digital) for the development, testing and reinforcement of the innovative solutions (Project Results) developed in the project:•Different Digital Thematic Workshops in each project region (on digitalisation, creativity and accessibility) with the involvement of key stakeholders and target groups.•1 International Digital Workshops•1 Physical Training Event, specifically addressed to Trainers/Youth Workers of the partner organisations (C1).Finally, a series of Multiplier Events (ME) at the end of the project in the location of partner organisations to promote the project and its results will be celebrated.Other activities for the proper management and to ensure a wide dissemination and the sustainability of the project will be also developed.<< Results >>The project will work on the development of 5 main Project Results (R) that will reinforce the skills and capacity of Trainers/Youth Workers from the digital, visual, innovative and inclusive point of view:•A Digital Training Kit (R1): Training resources in the form of good practices, guidelines, tools and tips on how Trainers/Youth Workers active in the creative and cultural areas can manage their workshops/training activities in various areas under a virtual approach.•A Creative Training Kit (R2): Training resources in the form of good practices, guidelines, tools and tips on how Trainers/Youth Workers active in the creative and cultural areas can improve their competences in the use of creative tools such as Lego, music, visual and performing arts, etc.•An Accessible Training Kit (R3): Training resources in the form of good practices, guidelines, tools and tips on how Trainers/Youth Workers active in the creative and cultural areas can make their training activities / services more accessible to youngsters, taking into consideration their social and physical barriers.•A Visual Training Kit (R4): Specific guidelines, tips and tools on how Trainers/Youth Workers active in the creative and cultural areas can develop explanatory videos for dissemination and training purposes. It will include a series of videos to visualise on practice the most successful innovative training inputs addressed (R1-R3).•A Creative Platform (R5): A virtual collaborative creative space that will act as a complement of the project results (R1-R4), on which Trainers /Youth Workers active in the creative and cultural areas can have access and interact on innovative training methods; collaborate in the design and offer and demand creative solutions to complex problems and provide visibility to the works of their institutions in the creative training through different arts and innovative approaches.In addition, the project will organise different Training Events (physical and digital) for the development, testing and reinforcement of the innovative solutions (Project Results) developed in the project:•Different Digital Thematic Workshops in each project region (on digitalisation, creativity and accessibility) with the involvement of key stakeholders and target groups.•1 International Digital Workshops.•1 Physical Training Event, specifically addressed to Trainers/Youth Workers of the partner organisations (C1).Finally, a series of Multiplier Events (ME) at the end of the project in the location of partner organisations to promote the project and its results will be celebrated.With all these activities:•A minimum of 100 Trainers/Youth Workers active in the creative and cultural areas will benefit from the Project Results. •A minimum of 300 Youngsters will directly benefit from receiving more creative, innovative, accessible cultural-based activities that will make them acquire new ideas, skills and future perspectives.•A minimum of 50 key stakeholders (organisations active in the cultural and creative areas) will be benefitted from the Project Results through training kits (R1-R4) and visibility, networking and exchange of experiences purposes (Creative Platform -R5).•A minimum of 10.000 Trainers/Youth Workers and Youngsters interested in the creative, cultural and training field will be reached by project outputs due to the dissemination activities developed in the project.•In the future, a minimum of 100 organisations at EU level will be involved in the Creative Platform (R5)"

"<< Background >>The project tries to give response to a series of needs that are affecting the youth organisations that usually perform their activities in the cultural and creative areas.Since the COVID-19 pandemic hit Europe in spring 2020, the cultural and creative sectors (CCS) have been among the most negatively affected sectors, and so there is a need of a structural transformation towards more resilient, fair and sustainable working practices, according to the “Cultural and creative sectors in post-COVID-19 Europe: Crisis effects and policy recommendations” (IDEA Consult et al. (2021)).Creativity, digitalisation and social cohesion are considered among the most important aspects to be addressed to improve the resilience of these sectors in Europe in the medium and longer term and support their revitalisation and sustainability. The adaptation to the new normal context though digital means at the same time than making culture and arts attractive and accessible to everyone is a huge challenge and so staff at the forefront of the CCS must have the right resources and tools to achieve this goal. Youth organisations are key players in making cultural activities accessible to youngsters in local/regional communities, and therefore their Trainers/Youth Workers must be able to implement innovative activities that can be attractive and inclusive in order to engage their audience and also guarantee their sustainability in the medium and longer term. So, this project will address 3 main pillars that will help youth organisations be more attractive, reinforce the role of culture and arts and give response to the demands of the youngsters:•Digitalisation and visibility of their activities.•Implementation of new innovative activities through creativity.•Reinforce the inclusive nature of cultural and creative organisations though accessible activities.<< Objectives >>Trainers4Creativity project will support Trainers/Youth Workers active in the creative and cultural areas (primary target group) by making them more skilled and prepared for this context (with a set of training resources that will help them provide attractive and accessible activities), while contributing to make CCS more resilient and adapted to the ""new normal"". Youngsters (trainees) receiving this innovative activities represent the secondary target group.Thus, the main objective of the project is to make Youth organisations more resilient, inclusive and attractive, empowering their Trainers/Youth Workers in the following aspects:•Management of their activities in various areas under a digital/virtual approach.•Implementation of the use of different creative tools such as Lego, music, visual and performing arts, etc. in their activities•Improve the accessibility of their activities, taking into consideration the different barriers that youngsters may have.•Increase the visibility / scope of their activities.•Foster the cooperation on innovative training resources, in the design and offer and demand creative solutions to complex problems and in the visibility to the works of their institutions.Taking this into account, the project perfectly fits with one of the main priorities of the programme: “promote non-formal and informal learning mobility and active participation among young people, as well as cooperation, quality, inclusion, creativity and innovation at the level of organisations and policies in the field of youth”, as well as in line with the objectives of the Cooperation Partnerships (Increasing quality in the work, activities and practices of organisations and institutions involved, building capacity of organisations to work trans-nationally and across sectors; addressing common needs and priorities in the field of youth and enabling transformation and change).Horizontally, both the Digital dimension and the Inclusion and Diversity are aspects specifically addressed in the project. On the one hand, the Digital dimension is addressed by making IT software a solution and an opportunity to train, be trained, innovate and collaborate. In this regard, all project results (R) to be developed will cover this aspect, specifically through R1 (Digital Training Kit), which will prepare a set of training resources on how Trainers/Youth Workers active in the creative and cultural areas can manage their activities in various areas under a virtual approach, an aspect that will support their resilience, adaptation capacity and future sustainability. The creative collaborative platform to be developed in R5 will reinforce the digital approach of the project, by promoting contact between the youth community in the arts and culture field and giving visibility through digital means to a wide variety of artistic solutions.On the other hand, it is especially relevant to highlight the project focus on the Inclusion and Diversity priorities established by the ERASMUS+ Programme. In this regard, all the activities and results will be developed under a social and accessible approach, making participants with fewer opportunities participate along the project process (reinforced by the specific Project Result “Accessible Training Kit” (R3)), taking into consideration the guidelines set by the European Commission (“Implementation guidelines - Erasmus+ and European Solidarity Corps Inclusion and Diversity Strategy” - Directorate-General for Education, Youth, Sport and Culture - European Commission).<< Implementation >>To achieve the objectives mentioned above, the project will develop, through the close collaboration of different entities active in the training, cultural and creativity field at EU level, a set of innovative training materials and tools that will make possible that Trainers/Youth Workers get their skills improved on:•Managing their activities in various areas under a digital/virtual approach.•Implementing in their activities the use of different creative tools such as Lego, music, visual and performing arts, etc. •Making their activities more accessible to youngsters, taking into consideration the different barriers they may have.•Making their activities more visual. •Cooperating on innovative training resources, in the design and offer and demand creative solutions to complex problems and in the visibility to the works of their institutions.In this regard, the project will work on the development of 5 main Project Results (R) that will give response to the above-mentioned skills:•Digital Training Kit (R1)•Creative Training Kit (R2)•Accessible Training Kit (R3)•Visual Training Kit (R4)•Creative Platform (R5)In addition, the project will organise different Training Events (physical and digital) for the development, testing and reinforcement of the innovative solutions (Project Results) developed in the project:•Different Digital Thematic Workshops in each project region (on digitalisation, creativity and accessibility) with the involvement of key stakeholders and target groups.•1 International Digital Workshops•1 Physical Training Event, specifically addressed to Trainers/Youth Workers of the partner organisations (C1).Finally, a series of Multiplier Events (ME) at the end of the project in the location of partner organisations to promote the project and its results will be celebrated.Other activities for the proper management and to ensure a wide dissemination and the sustainability of the project will be also developed.<< Results >>The project will work on the development of 5 main Project Results (R) that will reinforce the skills and capacity of Trainers/Youth Workers from the digital, visual, innovative and inclusive point of view:•A Digital Training Kit (R1): Training resources in the form of good practices, guidelines, tools and tips on how Trainers/Youth Workers active in the creative and cultural areas can manage their workshops/training activities in various areas under a virtual approach.•A Creative Training Kit (R2): Training resources in the form of good practices, guidelines, tools and tips on how Trainers/Youth Workers active in the creative and cultural areas can improve their competences in the use of creative tools such as Lego, music, visual and performing arts, etc.•An Accessible Training Kit (R3): Training resources in the form of good practices, guidelines, tools and tips on how Trainers/Youth Workers active in the creative and cultural areas can make their training activities / services more accessible to youngsters, taking into consideration their social and physical barriers.•A Visual Training Kit (R4): Specific guidelines, tips and tools on how Trainers/Youth Workers active in the creative and cultural areas can develop explanatory videos for dissemination and training purposes. It will include a series of videos to visualise on practice the most successful innovative training inputs addressed (R1-R3).•A Creative Platform (R5): A virtual collaborative creative space that will act as a complement of the project results (R1-R4), on which Trainers /Youth Workers active in the creative and cultural areas can have access and interact on innovative training methods; collaborate in the design and offer and demand creative solutions to complex problems and provide visibility to the works of their institutions in the creative training through different arts and innovative approaches.In addition, the project will organise different Training Events (physical and digital) for the development, testing and reinforcement of the innovative solutions (Project Results) developed in the project:•Different Digital Thematic Workshops in each project region (on digitalisation, creativity and accessibility) with the involvement of key stakeholders and target groups.•1 International Digital Workshops.•1 Physical Training Event, specifically addressed to Trainers/Youth Workers of the partner organisations (C1).Finally, a series of Multiplier Events (ME) at the end of the project in the location of partner organisations to promote the project and its results will be celebrated.With all these activities:•A minimum of 100 Trainers/Youth Workers active in the creative and cultural areas will benefit from the Project Results. •A minimum of 300 Youngsters will directly benefit from receiving more creative, innovative, accessible cultural-based activities that will make them acquire new ideas, skills and future perspectives.•A minimum of 50 key stakeholders (organisations active in the cultural and creative areas) will be benefitted from the Project Results through training kits (R1-R4) and visibility, networking and exchange of experiences purposes (Creative Platform -R5).•A minimum of 10.000 Trainers/Youth Workers and Youngsters interested in the creative, cultural and training field will be reached by project outputs due to the dissemination activities developed in the project.•In the future, a minimum of 100 organisations at EU level will be involved in the Creative Platform (R5)"
<script type="text/javascript">
<!--
document.write('<div id="oa_widget"></div>');
document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=erasmusplus_::0d319927802fa85f991903303e2ec63a&type=result"></script>');
-->
</script>